BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5C: Beneath the Waves
When you evade an encounter, recharge a random card.
Loot Item 5
Traits
Object
Magic
Check
None
Powers
Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait.
While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait.
While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.
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Monster 3
Traits
Aberration
Check
Combat
16
OR
Wisdom
14
Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
Monster 2
Traits
Plant
Check
Combat
12
Powers
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
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.
Monster 3
Traits
Aberration
Manticore
Check
Combat
12
Powers
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
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 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 5
Traits
Task
Fire
Check
Dexterity
Disable
Wisdom
Perception
12
Powers
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
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
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
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.
Weapon 4
Traits
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Weapon 3
Traits
Knife
Melee
Piercing
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to your combat check.
Weapon 5
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Traits
Magic
Arcane
Divine
Fire
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Healing
Check
Magic
Arcane
Healing
8
Powers
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
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.
Armor 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Heavy Armor
Magic
Aquatic
Check
Constitution
Fortitude
9
Powers
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item 4
Traits
Object
Magic
Check
Wisdom
Survival
Divine
13
Powers
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Item 2
Traits
Tool
Swashbuckling
Besmara
Check
Wisdom
Survival
8
Powers
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
Item 3
Traits
Accessory
Magic
Swashbuckling
Elite
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.
Item B
Traits
Object
Magic
Check
Wisdom
7
Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
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.
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 B
Traits
Gnome
Pirate
Check
Charisma
Diplomacy
6
Powers
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Traits
Tengu
Smuggler
Check
Charisma
Diplomacy
9
Powers
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 4
Traits
Lycanthrope
Captain
Pirate
Check
Wisdom
Survival
8
THEN
Charisma
Diplomacy
11
Powers
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Traits
Half-Elf
Bard
Captain
Pirate
Check
Dexterity
Stealth
7
THEN
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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
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.
Turn: 18 Agna/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Cayden Cailean
Blessing C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 12
Blessings 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.
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
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
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
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 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:0 Ba:0 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:0
Notes: Ship anchored here. Pearl of the Sirines displayed.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Armor 4
Traits
Light Armor
Magic
Aquatic
Swashbuckling
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Sacred Spring
At This Location: At the start of your turn, you may recharge a card to recharge a card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Maznar, Jirelle,
Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:0
Located here: Olenjack,
Notes: Giant Sea Anemone, Shark-Eating Crab
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
Powers
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Stealth
8
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Barrier 2
Traits
Obstacle
Weather
Check
None
Powers
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Weapon 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
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.
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
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.
House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
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.
Barrier 3
Traits
Skirmish
Veteran
Check
Wisdom
Perception
Survival
10
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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Fishing Village
At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:0
Located here: Enora,
Notes: Sargassum Fiend
Item 5
Traits
Accessory
Piercing
Magic
Check
Arcane
Melee
Divine
10
Powers
If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
Weapon 5
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Monster 4
Traits
Plant
Aquatic
Check
Wisdom
Perception
12
Powers
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Ally 4
Traits
Animal
Check
Wisdom
Survival
11
Powers
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M:1 Ba:0 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Agna
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Weapon 5
Traits
Mace
Melee
Bludgeoning
Magic
Check
Strength
Melee
Divine
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
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.
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:0
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Armor 5
Traits
Heavy Armor
Magic
Aquatic
Check
Constitution
Fortitude
11
Powers
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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 Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 3
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
THEN
Combat
18
Powers
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Agna - WilderRedbeard |
The hour of Cayden Cailean
Remain at Hall of Champions
Free explore of card #1:
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Reveal Reed Mocassion to add 1d4+2
Melee 11: 1d10 + 5 + 1d4 + 2 ⇒ (6) + 5 + (2) + 2 = 15 acquired
Bury to recharge 1d4 cards: 1d4 ⇒ 3 - Blessing of Kelizandri, Blessing of Abadar & Blessing of Besmara.
Recharge Reed Mocassin to examine and optionally explore card #2: Flaming Longbow (Weapon 5) - encounter.
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Reveal Animal to add 1d4+2
Dexterity 13: 1d8 + 1d4 + 2 ⇒ (4) + (1) + 2 = 7 failed, banished
Recharge Vampire Squid to explore card #3:
Traits
Mace
Melee
Bludgeoning
Magic
Check
Strength
Melee
Divine
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
Melee 12: 1d10 + 5 ⇒ (10) + 5 = 15 acquired
End turn, examine top card of deck: Mercenary (Monster B)
Agna carries another armload of weapons from the Hall of Champions to the ship. On her way back, she notices a shady looking mercenary standing beside the entrance.
Reset hand, discarding Grayflame Mace, Invigorating Kukri and Masterwork Tools.
Hand: Seaborne Trident +1, Cloud Puff, Fire Gecko, Blessing of Gorum 1, Blessing of Gorum 2, Blessing of Milani,
Displayed:
Deck: 13 Discard: 3 Buried: 1
Current Location: Hall of Champions
Hero Points Available/Used: 6/1
Victory Pile: 5/5
NOTES:
Available Support: Blessings and Cloudpuff available.
Other: Dice Re-Roll Used for 5-5C?: N
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
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
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 ( [ X ] +1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ( [ X ] or bottom) card of your location deck.
You may reveal an ally that has the Animal trait to add 1d4 ( [ X ] +1)( ☐+2) to your check.
Enora WotR-EmpTyger |
Blessing 1: Pharasma o’clock
Olenjack recharges Compass to move to Fishing Village and examine Fishing Village 1: Wizard’s Hook
Traits
Accessory
Piercing
Magic
Check
Arcane
Melee
Divine
10
Powers
If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
Exploring Fishing Village 1: Wizard’s Hook
Revealing Chronicler by revealing Book, revealing Book
Knowledge 10+5=15: 1d12 + 7 + 1d6 + 1d4 ⇒ (2) + 7 + (1) + (1) = 11
Wizard’s Hook is banished
Discarding Chronicler to explore Fishing Village 2: Keen Rapier +3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Banishing Fire Snake to recovery, revealing Magnetic Grimoire, revealing Book. Agna discards Blessing of Gorum
Arcane 13+5=18: 2d12 + 5 + 1d4 + 1d4 ⇒ (3, 1) + 5 + (3) + (4) = 16
Ending turn. Recovery: Discarding Fire Snake instead of recharging. Resetting hand: Discarding Ice and Fire
(From the logbook of Enora, ship's engineer of the Devil’s Remains)
My frustration mounted when these rustics did not heed my notes regarding the pirate accoutrement located by Olenjack (see: “The Chronicles of Mage-Captain Hookhand”) nor the rapier described by Agna (see: “The Duels of Firefang”).
Hand: Alkali Flask, Life Drain, Magnetic Grimoire (reveal for +1d4 to local check invoking Acid/Cold/Electricity/Fire/Poison), Volcanic Storm, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Cloudburst, Blessing of the Master of Masters (bless/double bless if INT; recharge if top blessing is Irori), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat),
Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes:
Ask before using: Blessing of the Master of Masters
Can use without asking: Binder’s Tome; Magnetic Grimoire; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)
Strength d6 [] +1
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +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 [X] 7 [X] 8
When you attempt a check to acquire a spell ([X] or an item) ([X] or you attempt to defeat a barrier), 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 ([] or a boon that has the Book trait) to reduce Cold or Fire ([] or Acid, Electricity, or Force) damage dealt to you ([X] or to any character at your location) to 0.
[X] You may reveal a boon that has the Book trait to add 1d4 ([] +1) ([] +2) to your check.
[] At the start of your turn, you may recharge a boon that has the Book trait to examine the top 3 cards of your location deck, or recharge a spell to examine the top 3 cards of your deck. ([] Put them back in any order.)
Hero points: 7
BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5C: Beneath the Waves
When you evade an encounter, recharge a random card.
Loot Item 5
Traits
Object
Magic
Check
None
Powers
Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait.
While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait.
While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Monster 5
Traits
Animal
Aquatic
Check
Combat
23
Powers
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
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 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
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.
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
Barrier 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
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.
Weapon 3
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; 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.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Weapon 4
Traits
Knife
Melee
Slashing
Healing
Finesse
Magic
Check
Strength
Melee
Divine
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
Weapon 5
Traits
Mace
Melee
Bludgeoning
Magic
Check
Strength
Melee
Divine
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Arcane
Divine
Fire
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Divine
Fire
Attack
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 5
Traits
Shield
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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
Magic
Check
Intelligence
7
Powers
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
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
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 5
Traits
Accessory
Magic
Healing
Check
Constitution
Fortitude
Divine
11
Powers
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Ally 3
Traits
Human
Sorcerer
Captain
Pirate
Check
Intelligence
Arcane
6
OR
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 3
Traits
Human
Surgeon
Check
Charisma
Diplomacy
9
Powers
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
Ally 4
Traits
Lycanthrope
Captain
Pirate
Check
Wisdom
Survival
8
THEN
Charisma
Diplomacy
11
Powers
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 2
Traits
Human
Fighter
Captain
Pirate
Check
Strength
Melee
6
OR
Charisma
Diplomacy
8
Powers
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 1
Traits
Half-Orc
Fighter
Pirate
Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
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
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
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.
Turn: 20 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: 10
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
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
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
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 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:0 Ba:0 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:0
Notes: Ship anchored here. Pearl of the Sirines displayed.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Armor 4
Traits
Light Armor
Magic
Aquatic
Swashbuckling
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Sacred Spring
At This Location: At the start of your turn, you may recharge a card to recharge a card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Maznar, Jirelle,
Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:0
Located here: Olenjack,
Notes: Giant Sea Anemone, Shark-Eating Crab
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
Powers
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Stealth
8
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Barrier 2
Traits
Obstacle
Weather
Check
None
Powers
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Weapon 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
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.
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
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.
House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
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.
Barrier 3
Traits
Skirmish
Veteran
Check
Wisdom
Perception
Survival
10
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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Fishing Village
At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Enora,
Notes: Sargassum Fiend
Monster 4
Traits
Plant
Aquatic
Check
Wisdom
Perception
12
Powers
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Ally 4
Traits
Animal
Check
Wisdom
Survival
11
Powers
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Agna
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.
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:0
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Armor 5
Traits
Heavy Armor
Magic
Aquatic
Check
Constitution
Fortitude
11
Powers
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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 Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 3
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
THEN
Combat
18
Powers
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Enora WotR-EmpTyger |
Retcon: Since Blessing of Maat was unavailable, Agna discards Blessing of Gorum for the Wizard's Hook check
Knowledge 10+5=15: 11 + 1d12 ⇒ 11 + (10) = 21
Wizard's Hook is acquired and added to Enora's pile
(From the logbook of Enora, ship's engineer of the Devil’s Remains)
I would rather not dwell on how a show of strength from Agna proved more convincing than my academically verified considerations.
skizzerz - Jirelle |
Retcon: Use Blessing of Maat on Agna's check.
Hour of the Gods. Use Sacred Springs power; recharge Sorrowsoul to recharge Blessing of Maat from my discards. Move to Fishing Village.
Discard Dreamstalker to examine the top card of Sharkskin Reef (Shark Eating Crab), move it on top of Fishing Village, then encounter it.
Reveal Evangelist and Keen Rapier +3. Enora reveals Binder's Tome. Combat 18: 1d10 + 2d4 + 10 + 1d4 ⇒ (7) + (2, 3) + 10 + (3) = 25 Combat 18 (crab reroll): 1d10 + 2d4 + 10 + 1d4 ⇒ (10) + (3, 2) + 10 + (1) = 26 Defeated. 1d6 ⇒ 2 A spell is shuffled into Fishing Village. Ending turn.
Having accumulated enough loot herself, Jirelle checks in to see how the others are faring. She rejoins Enora at a fishing spot, and fells a large crab to impress the locals. With her finesse and Enora's smarts, this area should back them in no time.
Hand: Blessing of Milani, Armor of Skulls, Evangelist, Keen Rapier +3, Captain's Cutlass, Emerald of Dexterity,
Displayed:
Deck: 5 Discard: 7 Buried: 3
"Notes: Blessings available, if any. Evangelist available (recharge to add 1d4 to check to acquire). Armor of Skulls available (recharge to evade monster if local to me, shuffle evaded monster into any open location)
5-5C: Playmat used, 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 ☐8
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 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☐ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).
Olenjack, the Measured |
OFF-TURN:
Olenjack recharges Compass to move to Enora's location (Fishing Village) and examine it.
========================
Olenjack starts his turn.
Blessing of the Gods discarded from the blessings deck.
Olenjack gives Shy Ratani to Enora. That should help you acquire boons!
Olenjack discards Robe of Items to search and draw Wayfinder, Compass and EEmerald of Dexterity from his deck. His deck is shuffled.
Olenjack moves to the Harbor, then recharges Wayfinder to move back to the Fishing Village, then examine the top 2 cards of his location...
Fishing Village Cards # (4 = Random Spell): 2d4 ⇒ (4, 3) = 7
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Ally 4
Traits
Animal
Check
Wisdom
Survival
11
Powers
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Alright, no sign of the Fiend to kill so those can be safely left for Enora.
Olenjack recharges Compass to move to the Sharkskin Reef, then examine the top card of his location...
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Stealth
8
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Whilst not ideal for Enora, it is still a boon so I won't touch it. Just in case.
Olenjack skips his free exploration.
Olenjack ends his turn.
Olenjack resets his hand, choosing to discard Steel Ibis Lamellary.
Olenjack continues to sleep in his luxurious cabin as his lackeys pass messages back and forth among the other Pathfinders.
"
Hand: Emerald of Dexterity, Valet, Arronax Endymion, Coral Capuchin, Forensic Physician, The Viper, Blessing of Kofusachi, Blessing of Wadjet,
Displayed:
Deck: 4 Discard: 6 Buried: 3
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 4
NOTES:
Available Support: Compass (via Robe of Items) - Move to and examine the top card of a location
Wayfinder (via Robe of Items) - Move to and examine the top 2 cards of a location
(Robe of Items will be drawn by recharging The Viper and discarding Emerald of Dexterity. It will be used to draw Wayfinder, Compass and Emerald of Dexterity.)
Blessing of Wadjet - Discard to add 2d8 to a check to acquire a boon (Most likely for Enora)
Blessing of Kofusachi - Discard to bless.
Other: I expect that Enora will throw any support I have to offer at any of her checks to acquire a boon (unless there's something better to use), and always uses my compass/wayfinder(s) to ensure her location is examined before exploring blindly.
Middle of Deck (Unknown Order): Old Salt, Old Salt (2)
Recharged: Wayfinder, Compass,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +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 ☑ 8
Proficiencies:
[X] 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.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.
ADDITIONAL REWARDS:
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.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5C: Beneath the Waves
When you evade an encounter, recharge a random card.
Loot Item 5
Traits
Object
Magic
Check
None
Powers
Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait.
While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait.
While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 4
Traits
Gargoyle
Scout
Check
Combat
18
Powers
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
Monster 3
Traits
Aberration
Check
Combat
16
OR
Wisdom
14
Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
Monster 2
Traits
Plant
Check
Combat
12
Powers
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barrier 2
Traits
Obstacle
Weather
Check
None
Powers
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Barrier C
Traits
Cache
Lock
Pirate
Check
Dexterity
Disable
11
OR
Strength
Melee
13
Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Weapon 4
Traits
Knife
Melee
Slashing
Healing
Finesse
Magic
Check
Strength
Melee
Divine
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
Weapon 3
Traits
Polearm
Melee
Piercing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
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
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
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 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
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 3
Traits
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Armor 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Item 2
Traits
Wand
Attack
Fire
Magic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Item 4
Traits
Accessory
Magic
Healing
Check
Constitution
Fortitude
10
Powers
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
10
Powers
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
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.
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
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 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
Cleric
Pirate
Check
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 3
Traits
Animal
Elite
Check
Wisdom
Survival
9
Powers
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
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 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
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
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 acquire a boon.
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.
Turn: 22 Maznar/Chthonicthul
Top of Blessing Discard Pile: Blessing of Milani
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 8
Blessings Deck
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
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 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:0 Ba:0 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:0
Notes: Ship anchored here. Pearl of the Sirines displayed.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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.
Armor 4
Traits
Light Armor
Magic
Aquatic
Swashbuckling
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Sacred Spring
At This Location: At the start of your turn, you may recharge a card to recharge a card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Maznar,
Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:0
Located here: Olenjack,
Notes: Giant Sea Anemone, Shark-Eating Crab
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Stealth
8
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Barrier 2
Traits
Obstacle
Weather
Check
None
Powers
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Weapon 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
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.
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
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.
House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
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.
Barrier 3
Traits
Skirmish
Veteran
Check
Wisdom
Perception
Survival
10
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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Fishing Village
At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Jirelle, Enora,
Notes: Sargassum Fiend
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Ally 4
Traits
Animal
Check
Wisdom
Survival
11
Powers
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Monster 4
Traits
Plant
Aquatic
Check
Wisdom
Perception
12
Powers
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Agna
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.
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:0
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Armor 5
Traits
Heavy Armor
Magic
Aquatic
Check
Constitution
Fortitude
11
Powers
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
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 Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 3
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
THEN
Combat
18
Powers
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Maznar - Chthonicthul |
Turn 22: Maznar/Blessing of Milani
Move to Fishing Village
Reset hand and end turn, discarding Wolfhide Armor, Divine Blaze, Steal Soul and Control Weather as free discards.
Hand: Blessing of Gorum 2, Pearl of Wisdom, Blessing of the Green Faith 1, Blessing of the Gods (acquired 1), Holy Stone, Bear, Velociraptor,
Displayed:
Deck: 10 Discard: 9 Buried: 2
Notes: Blessings as needed. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used, Scenario 5-4C: yep. Victory Pile: 5/5
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [X] +3 [X ] +4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ] +2
Favored Card Type: Blessing
Hand Size: 6 [X] +7
Proficient with: Light Armors [X] 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 [X] +2 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.
Add 1d6 to your check against a bane that has the Aberration or Undead trait.
[X] Reduce Poison damage dealt to you to zero.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
Agna - WilderRedbeard |
Off turn: Discard Blessing of Gorum for Enora's check.
Start of turn: The hour of Gozreh
Move to Shark Island
Encounter card 1 and fail with 0 to banish.
End turn and examine top card of deck: Giant Jellyfish (Monster 3)
Reset hand, discarding Cloud Puff.
Hand: Seaborne Trident +1, Monkey, Fire Gecko, Thylacine, Blessing of Gorum 1, Blessing of Milani,
Displayed:
Deck: 11 Discard: 5 Buried: 1
Current Location: Hall of Champions
Hero Points Available/Used: 6/1
Victory Pile: 5/5
NOTES:
Available Support: Blessings available.
Other: Dice Re-Roll Used for 5-5C?: N
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
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
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 ( [ X ] +1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ( [ X ] or bottom) card of your location deck.
You may reveal an ally that has the Animal trait to add 1d4 ( [ X ] +1)( ☐+2) to your check.
Enora WotR-EmpTyger |
Blessing 2: Gorum o'clock
Recharging Magnetic Grimoire to draw Fire Snake
Exploring Fishing Village 1: Animate Water
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Revealing Book. Maznar reveals Animal. Jirelle recharges Evangelist. Agna recharges Blessing of the Gorum
Knowledge 10+5=15: 2d12 + 7 + 1d4 + 1d4 + 1d4 ⇒ (6, 6) + 7 + (4) + (3) + (3) = 29
Animate Water is acquired and added to Enora's pile
Discarding Blessing of the Master of Masters to explore Fishing Village 2: Pteranodon
Traits
Animal
Check
Wisdom
Survival
11
Powers
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Banishing Fire Snake to recovery, using Blessing of Master of Masters, revealing Book. Maznar reveals Animal. Olenjack discards Blessing of Wadjet
Arcane 11+5=16: 2d12 + 5 + 1d4 + 1d4 + 2d8 ⇒ (10, 11) + 5 + (1) + (4) + (7, 6) = 44
Pteranodon is acquired and added to Enora's pile
(From the logbook of Enora, ship's engineer of the Devil’s Remains)
Expressing many gratitudes to my supportive fellow crewmates, I finally received these backward fisherfolks' attention. An evangelist befriended by Captain Jirelle translated my complex aquamantic principles into blunt yet understandable superstitions (see: "Water, the Simplest Force of All"); to demonstrate my pyromantic mastery, a flying beast was lassoed midair (see: "The Flying Fire Snakes of Wadjet").
We win!
BR Mork |
DEVELOPMENT:
The connections you’ve made and the favors you’ve earned pay off spectacularly, and the queen has agreed to meet with you. With arrangements settled, you begin the journey beneath the waves, magical pearls of water-breathing in hand.
A wondrous city arises from the sea floor. Buildings constructed from giant seashells dot the landscape together with colorful structures grown from living coral. In the center of the city, an immense spire reaches toward the surface, towering over a lavish palace.
SCENARIO REWARD:
Loot Item 5
Traits
Object
Magic
Check
None
Powers
Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait.
While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait.
While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.
TIER REWARD:
Each character gains a hero point.
ACQUIRED CARDS:
Weapon 5 Humanbane Gladius +2
Weapon 3 Navigator Musket +1
Weapon 3 Seaborne Trident +1
Weapon 2 Zul
Weapon 1 Falcata +1
Spell 5 Seamantle
Spell 4 Divine Fortune
Spell 4 Telekinesis
Spell 3 Animate Water
Spell 3 Freezing Sphere
Spell 2 Geyser
Spell 1 Obscure
Armor 5 Reflecting Buckler
Armor 4 Animated Shield
Armor 3 Wilderness Studded Leather
Armor 2 Shark Skin Armor
Item 5 Wizard's Hook
Item 4 Alkali Flask
Item 4 Alkali Flask
Item 4 Net of Snaring
Item 3 Potion of Flying
Item B Emerald of Dexterity
Ally 5 Arronax Endymion
Ally 4 Lady Cerise Bloodmourn
Ally 4 Pteranodon
Ally 4 Pteranodon
Ally 3 Dindreann
Ally 3 Imp
Ally 2 Royster McCleagh
Ally 1 Ambrose 'Fishguts' Kroop
Ally 1 Coral Capuchin
Blessing 3 Blessing of Kelizandri
Blessing C Blessing of Erastil
Blessing C Blessing of the Gods
BR Mork |
5-5D: A ROYAL REQUEST
The walls of the fishfolk’s palace are transparent from the inside, giving beautiful views of the large kelp gardens surrounding the underwater city’s large spire, and of the numerous sea creatures that make this area their home. Schools of colorful fish, graceful rays, enormous whales, and hungry sharks pass back and forth as you travel the palace hall. Outside the throne room, you are seated to await your turn. Servants bring delicious food out to you, along with strange, sweet, and syrupy thick beverages served in carefully contained pods. Almost too soon, it’s your turn for an audience with the queen.
The palace guards escort you into the throne room and announce your presence to High Matriarch Urakadussi. Adorned with glittering jewelry, she sits on a throne carved from a single enormous pearl. You bow to her and begin your tale of the oni Akinaru. High Matriarch Urakadussi listens attentively as you talk. Your Aquan is far from perfect, but the Matriarch seems to appreciate your effort to speak the local language.
After you conclude your story, the Matriarch sits in silent contemplation for a few seconds, though it feels like an eternity.
“I wish I could help you,” she says. “Unfortunately, I have no troops to spare. Something stirs deep in the Aya Maru trench. Hordes of sea devils rise from the trench and attack our settlements. If I sent soldiers to aid you, we would be rapidly overrun. If this incursion could be stopped and our settlements secured, I would be happy to send you help.”
You consider your options. After all you have done, these sea devils should tremble at the approach of your fleet. You explain to the matriarch that you and your crew will help her secure her settlements and end whatever is going on.
“Thank you. I would be remiss to send you down without properly equipping you. A surface wizard once presented me with an underwater craft shaped like an enormous octopus with powerful pincers. If you think you can make use of it, it is yours.”
The descent into the Aya Maru trench is fairly quick in your newly acquired vessel, though there is a learning curve to its operation. You’re going to have to figure it out quickly though: at the edge of a battered city, fishfolk are fighting a losing battle against a horde of sea devils. You join the fray.
VILLAIN:
THE MATRON
HENCHMEN:
SHIPWRECK
SEA DEVILS
LOCATIONS:
1 FRINGES OF THE EYE
1 MANCATCHER COVE
1 SHARKSKIN REEF
2 DAGON’S JAWS
3 GOZREH’S FLOW
4 TORTURE PIT
5 FOG BANK
6 HATCHERY
DURING THIS SCENARIO:
BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5D: A Royal Request
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Monster 5
Traits
Undead
Zombie
Check
Combat
20
OR
Divine
16
Powers
The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
Powers
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Electricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
Monster 2
Traits
Elf
Pirate
Veteran
Check
Combat
13
Powers
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
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.
Monster 3
Traits
Aberration
Manticore
Check
Combat
12
Powers
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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 B
Traits
Task
Pirate
Check
None
Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Barrier 5
Traits
Obstacle
Weather
Check
Wisdom
Survival
15
Powers
If undefeated, move to a random open location and shuffle this card into that location.
Barrier 5
Traits
Task
Check
Constitution
Fortitude
15
Powers
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 3
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Weapon 4
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Weapon 3
Traits
Polearm
Melee
Piercing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Spell 2
Traits
Magic
Arcane
Healing
Check
Magic
Arcane
Healing
8
Powers
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 3
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
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.
Armor 5
Traits
Shield
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Stealth
8
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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
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
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 2
Traits
Object
Swashbuckling
Check
Wisdom
Survival
8
Powers
Display this card next to your character. While displayed, add 1d6 to your checks to defeat ships.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Item B
Traits
Object
Magic
Check
Dexterity
7
Powers
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
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 1
Traits
Human
Cleric
Pirate
Check
Charisma
Diplomacy
5
Powers
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 4
Traits
Nymph
Nereid
Check
Wisdom
Survival
Charisma
Diplomacy
12
Powers
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Ally 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Ally 2
Traits
Animal
Pirate
Check
Wisdom
Survival
8
Powers
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
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
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
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
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.
Turn: 0
Blessings Remaining: 0
Blessings Deck
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:
Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M:4 Ba:3 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:
Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:2 Bl:0 ?:
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 ?:
Enora WotR-EmpTyger |
Hero Point: Skill Feat: CON+1
Upgrading Spell 2 Fly into Spell 5 Eagle Aerie
Starting at Maznar's location
Drawing 2 cards
(At the start of the first turn)
Displaying Eagle Aerie
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
Investigating the namesake summoning spells which propel the octopodal apparatus, I have designed a more consistent engine, which employs conjurations spells for a consistent transmodal vehicle. Despite the octopodal form's suitability for the current underwater excursion, the engineroom has been designed to accommodate summoned eagles, so as to accommodate an expected primary mode of airship. In the meantime, it should be noted that I have developed a particular resistance to octopus ink.
Hand: Vampire Bat, Fire Snake, Chronicler, Evocation Staff (reveal and discard a spell to evade and topdeck local monster), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat),
Displayed: Eagle Aerie (display to allow any local character to recharge a card at end of any turn to move/banish to recovery to add 1d8 to local combat),Eagle Aerie, Twisted Space (banish to recovery to evade a monster; someone local may encounter instead), Ice and Fire, Spellbook, Blessing of Qi Zhong (bless; recharge if top blessing acquires with WIS),
Deck: 11 Discard: 0 Buried: 0
Notes: Move Enora with Maznar. Use Eagle Aerie to avoid location effects!
Ask before using: Blessing of Qi Zhong; Eagle Aerie for +1d8; Evocation Staff
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for villain/henchman/closing; Coordinated Blast; Twisted Space; Eagle Aerie to move; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)
Strength d6 [] +1
Dexterity d6 [] +1 [] +2
Constitution d4 [X] +1
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +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 [X] 7 [X] 8
When you attempt a check to acquire a spell ([X] or an item) ([X] or you attempt to defeat a barrier), 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 ([] or a boon that has the Book trait) to reduce Cold or Fire ([] or Acid, Electricity, or Force) damage dealt to you ([X] or to any character at your location) to 0.
[X] You may reveal a boon that has the Book trait to add 1d4 ([] +1) ([] +2) to your check.
[] At the start of your turn, you may recharge a boon that has the Book trait to examine the top 3 cards of your location deck, or recharge a spell to examine the top 3 cards of your deck. ([] Put them back in any order.)
Hero points: 7
Maznar - Chthonicthul |
Maznar will start at the Fog Bank. No card swaps. Will be using the extra draw of two cards; didn't draw an animal in first seven. Note that he has an animal Ally in hand for the d4, and a ton of Blessings; use as needed.
Hand: Holy Stone, Cure, Blessing of the Green Faith 2, Blessing of Ketephys, Blessing of the Starsong, Seaborne Trident +1, Blessing of Gorum 2, Velociraptor, Blessing of Gozreh,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: A ton of Blessings as needed. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used 5.5, Scenario 5-4C: nope.
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [ ] +2 [ ] +3
Fortitude: Constitution +1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [X] +3 [X ] +4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ] +2
Favored Card Type: Blessing
Hand Size: 6 [X] +7
Proficient with: Light Armors [X] 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 [X] +2 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.
Add 1d6 to your check against a bane that has the Aberration or Undead trait.
[X] Reduce Poison damage dealt to you to zero.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
Agna - WilderRedbeard |
Blessing of Milani swapped in for Blessing of Gozreh.
Monkey (loot card) added to deck in place of Vicious Double Axe +1.
After drawing starting hand, draw 1 extra card.
Agna will start at Fog Bank with Maznar as well. She will pass Maznar Fire Gecko at the start of her turn.
Hand: Ophidian Armor, Cloud Puff, Giant Badger, Fire Gecko, Vampire Squid, Blessing of Gorum 2, Monkey (Loot),
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Fog Bank
Hero Points Available/Used: 6/1
NOTES:
Available Support: Cloud Puff available to ignore a local bane's BA/AA powers.
Other: Dice Re-Roll Used for 5-5C?: N
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
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
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 ( [ X ] +1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ( [ X ] or bottom) card of your location deck.
You may reveal an ally that has the Animal trait to add 1d4 ( [ X ] +1)( ☐+2) to your check.
Olenjack, the Measured |
LOOT: Old Salt (2) -> Ederleigh Baines
LOOT: Alchemical Cartridges -> Totem Necklace
LOOT: Liquid Blade -> Immortal Dreamstone
Olenjack starts at Maznar's location and will move with him via Ship movement as needed, except to locations with hostile start-of-turn effects.
Olenjack draws his starting hand. Once he confirms that he has drawn a card of his Favored Type, he will also draw 2 additional cards from the Adventure 3 reward.
Hand: Lucky Rifle +2, Splashbolt Crossbow, Steel Ibis Lamellar, Embalming Fluid, Immortal Dreamstone, Totem Necklace, Wayfinder, Forensic Physician, Shy Ratani, Blessing of the Savored Sting,
Displayed:
Deck: 11 Discard: 0 Buried: 0
At the start of the first turn, Olenjack banishes Immortal Dreamstone to draw 3 random allies...
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 1
Traits
Human
Cleric
Pirate
Check
Charisma
Diplomacy
5
Powers
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 4
Traits
Nymph
Nereid
Check
Wisdom
Survival
Charisma
Diplomacy
12
Powers
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
"
Hand: Lucky Rifle +2, Splashbolt Crossbow, Steel Ibis Lamellar, Embalming Fluid, Totem Necklace, Wayfinder, Forensic Physician, Shy Ratani, Old Salt (2), Sandara Quinn, Sefina, Blessing of the Savored Sting,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 5
NOTES:
Available Support: Totem Necklace - Discard to add a die to a local check to defeat an aquatic monster, or 2 dice to a local check to defeat a merfolk (Please use early!)
Wayfinder - Recharge to move to and examine the top 2 cards of a location
Lucky Rifle +2 - Bury to add 1d4+1 to a distant combat check post-roll
Blessing of the Savored Sting - May be used in emergencies only
Movement: Move with Maznar except to locations with hostile start-of-turn effects
Other: Please feel free to use my Wayfinder for examinations if they're helpful, and certainly use my Totem Necklace to buff your checks if helpful - both can be searched out (from discards or deck) when I get my Robe of Items later, so it's wasteful to bury Totem Necklace immediately (for example).
Middle of Deck (Unknown Order): Robe of Items, Blessing of Kofusachi, Valet, Delve, Steal Soul, Blessing of Wadjet, Compass, The Viper, Old Salt, Venomous Heavy Crossbow +2, Ederleigh Baines
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +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 ☑ 8
Proficiencies:
[X] 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.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.
ADDITIONAL REWARDS:
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.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5D: A Royal Request
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
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Monster 5
Traits
Plant
Check
Combat
20
Powers
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Monster 5
Traits
Aberration
Aquatic
Swarm
Check
Combat
18
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Monster 5
Traits
Animal
Aquatic
Check
Combat
21
Powers
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
Powers
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Monster 4
Traits
Dwarf
Fighter
Pirate
Check
Combat
19
Powers
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
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.
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
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 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.
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.
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 3
Traits
Knife
Melee
Piercing
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to your combat check.
Weapon 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 2
Traits
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
9
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 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 2
Traits
Polearm
Melee
Piercing
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill +1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Spell 2
Traits
Magic
Arcane
Healing
Check
Magic
Arcane
Healing
8
Powers
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Divine
Fire
Attack
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
Traits
Shield
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
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 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Survival
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Item 5
Traits
Liquid
Attack
Electricity
Ranged
Alchemical
Check
Intelligence
Craft
11
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Item B
Traits
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Item B
Traits
Tool
Check
Wisdom
Survival
8
Powers
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
Item 2
Traits
Wand
Attack
Fire
Magic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Ally 5
Traits
Human
Aristocrat
Pirate
Check
Charisma
Diplomacy
13
Powers
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 1
Traits
Human
Rogue
Pirate
Check
Strength
Melee
6
OR
Charisma
Diplomacy
7
Powers
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Traits
Human
Sorcerer
Captain
Pirate
Check
Intelligence
Arcane
6
OR
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 3
Traits
Halfling
Spy
Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
9
Powers
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Ally 2
Traits
Animal
Pirate
Check
Wisdom
Survival
8
Powers
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
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 C
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
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 5
Traits
Divine
Norgorber
Check
Bury any card
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 acquire a boon.
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.
Turn: 1 Jirelle/skizzerz
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: 29
Blessings Deck
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
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 C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
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 acquire a boon.
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.
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
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 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 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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
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
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 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1
Ally 3
Traits
Human
Surgeon
Check
Charisma
Diplomacy
9
Powers
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
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.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Barrier 4
Traits
Trap
Magic
Check
Wisdom
Divine
14
Powers
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
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.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Ally 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Item 3
Traits
Accessory
Magic
Swashbuckling
Elite
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.
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.
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.
Monster 2
Traits
Ooze
Aquatic
Check
Combat
12
Powers
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
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.
Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M:4 Ba:3 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Barrier 4
Traits
Skirmish
Undead
Check
Wisdom
Perception
14
OR
Divine
10
Powers
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
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.
Monster 5
Traits
Aberration
Aquatic
Swarm
Check
Combat
18
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
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.
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Stealth
8
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster 4
Traits
Construct
Golem
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Dwarf
Fighter
Pirate
Check
Combat
19
Powers
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Weapon 4
Traits
Firearm
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Ally 4
Traits
Half-Elf
Druid
Captain
Pirate
Check
Wisdom
Perception
8
THEN
Charisma
Diplomacy
11
Powers
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
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.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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.
Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
Monster 3
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Barrier 3
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
THEN
Combat
18
Powers
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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.
Item B
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.
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.
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:2 Bl:0 ?:1
Henchman Barrier B
Traits
Cache
Aquatic
Veteran
Check
Constitution
Fortitude
5
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Barrier 5
Traits
Task
Fire
Check
Dexterity
Disable
Wisdom
Perception
12
Powers
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Ally B
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
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.
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.
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.
Armor 4
Traits
Light Armor
Magic
Aquatic
Swashbuckling
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster 3
Traits
Aberration
Manticore
Check
Combat
12
Powers
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
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.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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: Maznar, Agna, Enora, Olenjack
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
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.
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
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 3
Traits
Skirmish
Veteran
Check
Wisdom
Perception
Survival
10
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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Spell 3
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
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.
Villain Monster 2
Traits
Giant
Merfolk
Aquatic
Check
Combat
19
Powers
Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, when you would close the location, instead banish The Matron and shuffle the villain Krelloort into the location deck.
BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5D: A Royal Request
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
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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.
Monster 3
Traits
Hag
Check
Combat
15
Powers
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 5
Traits
Animal
Aquatic
Check
Combat
21
Powers
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
Monster 2
Traits
Plant
Check
Combat
11
Powers
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
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 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.
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
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 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 2
Traits
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
9
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 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 5
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Weapon 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Traits
Magic
Arcane
Healing
Check
Magic
Arcane
Healing
8
Powers
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Survival
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Shield
Magic
Check
Constitution
Fortitude
7
Powers
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Magic
Check
Strength
7
Powers
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
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 2
Traits
Accessory
Magic
Check
Wisdom
Divine
Melee
8
Powers
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
Item B
Traits
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Item 5
Traits
Liquid
Attack
Electricity
Ranged
Alchemical
Check
Intelligence
Craft
11
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
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
Rogue
Pirate
Check
Charisma
Diplomacy
8
Powers
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Traits
Human
Cleric
Check
Charisma
Diplomacy
11
Powers
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Ally 2
Traits
Human
Fighter
Pirate
Check
Charisma
Diplomacy
7
Powers
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. You may not use this power more than once per turn.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 4
Traits
Human
Aristocrat
Captain
Pirate
Check
Intelligence
Knowledge
8
THEN
Charisma
Diplomacy
11
Powers
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 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 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
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 acquire a boon.
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.
Turn: 1 Jirelle/skizzerz
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: 29
Blessings Deck
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
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 C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
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 acquire a boon.
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.
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
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 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 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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
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
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 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1
Ally 3
Traits
Human
Surgeon
Check
Charisma
Diplomacy
9
Powers
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
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.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Barrier 4
Traits
Trap
Magic
Check
Wisdom
Divine
14
Powers
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
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.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Ally 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Item 3
Traits
Accessory
Magic
Swashbuckling
Elite
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.
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.
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.
Monster 2
Traits
Ooze
Aquatic
Check
Combat
12
Powers
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
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.
Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M:4 Ba:3 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Barrier 4
Traits
Skirmish
Undead
Check
Wisdom
Perception
14
OR
Divine
10
Powers
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
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.
Monster 5
Traits
Aberration
Aquatic
Swarm
Check
Combat
18
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
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.
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Stealth
8
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster 4
Traits
Construct
Golem
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Dwarf
Fighter
Pirate
Check
Combat
19
Powers
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Weapon 4
Traits
Firearm
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Ally 4
Traits
Half-Elf
Druid
Captain
Pirate
Check
Wisdom
Perception
8
THEN
Charisma
Diplomacy
11
Powers
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
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.
Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
Monster 3
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Barrier 3
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
THEN
Combat
18
Powers
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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.
Item B
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.
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.
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:2 Bl:0 ?:1
Henchman Barrier B
Traits
Cache
Aquatic
Veteran
Check
Constitution
Fortitude
5
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Barrier 5
Traits
Task
Fire
Check
Dexterity
Disable
Wisdom
Perception
12
Powers
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Ally B
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
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.
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.
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.
Armor 4
Traits
Light Armor
Magic
Aquatic
Swashbuckling
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster 3
Traits
Aberration
Manticore
Check
Combat
12
Powers
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
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.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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: Maznar, Agna, Enora, Olenjack
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
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.
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
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 3
Traits
Skirmish
Veteran
Check
Wisdom
Perception
Survival
10
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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Spell 3
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
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.
Villain Monster 2
Traits
Giant
Merfolk
Aquatic
Check
Combat
19
Powers
Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, when you would close the location, instead banish The Matron and shuffle the villain Krelloort into the location deck.
Dagon's Jaws 2
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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.
skizzerz - Jirelle |
Start at Fog Bank as well. Drawing an extra 2 cards after getting a valid starting hand.
Hour of Besmara. At end of move step, reveal Fortune-Teller and name bane. Examine Fog Bank Card 1: Resist Energy. Not a bane, so Fog Bank is shuffled.
Explore 1d10 ⇒ 4 Fog Bank Card 4: Cannoneer. BA deals 1d4 - 1 ⇒ (2) - 1 = 1 Structural damage to the ship. I reduce this by a further 1 point, so nothing happens. Reveal Bloodcrow Rapier, Maznar reveals animal. Cannoneer adds 1d8 due to Swashbuckling. Combat 17: 1d10 + 2d4 + 6 + 1d8 + 1d4 ⇒ (10) + (1, 4) + 6 + (3) + (1) = 25 Defeated. Recharge Besmara to explore.
1d10 ⇒ 7 Fog Bank Card 7: Becalmed. Reveal Bloodcrow Rapier, Maznar reveals animal. Survival 8: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (1) = 7 Swashbuckling reroll both dice. Survival 8: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12 Defeated. Discard Milani to explore.
1d10 ⇒ 5 Fog Bank Card 5: Illusory Wall. Reveal Bloodcrow Rapier, recharge Emerald of Dexterity, Maznar reveals animal and recharges Blessing of the Green Faith. Intelligence 6+5=11: 2d10 + 1d4 ⇒ (1, 7) + (2) = 10 Swashbuckling reroll the 1 and 2. Intelligence 11: 1d10 + 1d4 + 7 ⇒ (5) + (1) + 7 = 13 Defeated. Examine top card of Fog Bank: 1,2,3,6,8,9,10: 1d7 ⇒ 5 Card 8 Freezing Sphere. Return it wherever, then it gets shuffled back in. Discard Abadar to explore.
1,2,3,6,8,9,10: 1d7 ⇒ 4 Fog Bank Card 6: Cannonade. I reveal Bloodcrow Rapier, Maznar reveals animal, Enora banishes Coordinated Blast to recovery. Survival 10+5=15: 1d8 + 3 + 1d4 + 1d12 + 5 ⇒ (4) + 3 + (1) + (12) + 5 = 25 Defeated. Take 2 Structural damage, reduced by 1 per my power. Discard Dreamstalker to negate the remaining point of Structural damage.
"Strange" couldn't even begin to describe how this octopus apparatus worked. The inside of the machine makes no sense, with seats in seemingly-arbitrary positions nestled against pipes and valves and levers. In what is presumably the captain's seat, a single porthole is set up to rotate along the circumference of the vessel. Enora informed Jirelle that glass is less suitable for the high pressures of being deep underwater, so this setup enables all-around vision to an extent without compromising its structural integrity.
While she may be right about that, Jirelle thinks that not being able to see what's coming because the porthole is aimed somewhere else is much more likely to compromise structural integrity. There's a lot of big rocks and big fish in the ocean, after all.
Becoming a bit more comfortable with the controls, Jirelle begins to pilot it towards where the fishfolk are fighting the sea devils, remembering all too well the bunches of them they fought while stuck inside the Hao Jin Tapestry. At least these ones don't have a sea dragon at their beck and call. Hopefully.
Jirelle's porthole worries are confirmed when a resounding thud hits the side of the ship. After attempting to navigate around to see what caused it to no avail, Jirelle is finally fed up and grabs one of the water breathing pearls, and heads out. The main hatch is enchanted to not let any water through while allowing passengers in and out, even underwater, probably the only nice thing about the strange apparatus's design. Once outside, she spots something shooting rocks at the apparatus from some sort of underwater cannon. As she moves in with her rapier, a blast from one of the octopus's arms tears through the water next to her, hitting the cannon and breaking it into pieces. It appears that Enora has discovered how to channel spells through the octopus, which could prove to be useful in the battles ahead.
Jirelle finishes up the creature manning the cannon, then returns to the vessel. The waters have calmed down, and getting it started again is proving difficult but they eventually get it going again. As the apparatus navigates closer to the battle site, Jirelle pivots the porthole a bit to look around. Upon looking back, she gasps in terror as the octopus is heading right towards a large underwater wall of the town. Jirelle yells to brace for impact, but the impact never comes; they pass right through the wall without issue and now have visibility of the battle just shortly ahead.
Calming her nerves a bit, she waits for Olenjack the quartermaster to spell out the battle strategy now that they've almost arrived.
Hand: Fortune-Teller, Diviner's Blight, Armor of Skulls, Bloodcrow Rapier, Blessing of Maat, Vizier,
Displayed:
Deck: 12 Discard: 3 Buried: 0
"Notes: Blessings available, if any.
5-5D: 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 ☐8
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 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☐ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).
Fog Bank 4-7 banished.
Fog Bank shuffled.
Enora used Coordinated Blast.
Maznar used Blessing of the Green Faith.
Enora WotR-EmpTyger |
(At the end of Jirelle’s turn)
Recovery: Revealing Spellbook, revealing Book. Maznar reveals Animal
Arcane 12: 1d12 + 5 + 1d4 + 1d4 + 1d4 ⇒ (10) + 5 + (1) + (2) + (4) = 22
Coordinated Blast is recharged.
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
With maximum coordination among the vessel’s armament systems, a devastating octuple strike would be possible.
Hand: Vampire Bat, Fire Snake, Chronicler, Evocation Staff (reveal and discard a spell to evade and topdeck local monster), Twisted Space (banish to recovery to evade a monster; someone local may encounter instead), Ice and Fire, Spellbook, Blessing of Qi Zhong (bless; recharge if top blessing acquires with WIS),
Displayed: Eagle Aerie (display to allow any local character to recharge a card at end of any turn to move/banish to recovery to add 1d8 to local combat),
Deck: 12 Discard: 0 Buried: 0
Notes: Move Enora with Maznar. Use Eagle Aerie to avoid location effects!
Ask before using: Blessing of Qi Zhong; Eagle Aerie for +1d8; Evocation Staff
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for villain/henchman/closing; Twisted Space; Eagle Aerie to move; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)
Strength d6 [] +1
Dexterity d6 [] +1 [] +2
Constitution d4 [X] +1
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +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 [X] 7 [X] 8
When you attempt a check to acquire a spell ([X] or an item) ([X] or you attempt to defeat a barrier), 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 ([] or a boon that has the Book trait) to reduce Cold or Fire ([] or Acid, Electricity, or Force) damage dealt to you ([X] or to any character at your location) to 0.
[X] You may reveal a boon that has the Book trait to add 1d4 ([] +1) ([] +2) to your check.
[] At the start of your turn, you may recharge a boon that has the Book trait to examine the top 3 cards of your location deck, or recharge a spell to examine the top 3 cards of your deck. ([] Put them back in any order.)
Hero points: 7
Olenjack, the Measured |
Olenjack starts his turn.
Blessing of Abadar discarded from the blessings deck.
Olenjack gives Splashbolt Crossbow to Agna, to use or hand back as she sees fit.
Olenjack does his best to ensure that the finite crew filling the cramped 'vessel' are sufficiently well-equipped for combat; handing out sidearms and weapons that should function underwater either thanks to magic or engineering, grumbling all the while as the awful machine lurches and hisses and throws him off his balance. Never again will he complain about the sickness-inducing, salt-laden, isolated and damp open sea if his alternative is the dark, claustrophobic, noisy, hot and uncomfortable underside of it.
The cantankerous old dwarf tries to get his bearings of their surroundings with their thoroughly inadequate viewing porthole as Jirelle secures the area.
Olenjack moves with the party to the Torture Pit and takes his free exploration.
Henchman Barrier B
Traits
Cache
Aquatic
Veteran
Check
Constitution
Fortitude
5
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Olenjack recharges Old Salt (2) to add 5
Olenjack displays Forensic Physician to his power to add 2.
Constitution 10 (Maznar, Old Salt, Olenjack): 1d6 + 1d4 + 5 + 2 ⇒ (5) + (2) + 5 + 2 = 14 -> Pass.
Defeated; Olenjack draws Plunder: 1d6 ⇒ 1 the random Weapon...
Weapon 2
Traits
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
9
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 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Olenjack displays the allies Shy Ratani, Sandara Quinn and Sefina to his power to add 6 to his check.
Dexterity 11 (Maznar, Olenjack*3): 1d8 + 4 + 1d4 + 6 ⇒ (3) + 4 + (3) + 6 = 16 -> Pass.
Torture Pit closed; Olenjack buries Dagger Pistol +1.
They appear to be in some kind of underwater collection of refuse scattered among coral outcroppings. At least, he hopes that what the scraps of metal and chalk-white remains hint at... the only alternative he can think of is some kind of site of combat or mass sacrifice, but thankfully devoid of any sea-devils.
He shakes his head; leave it to Enora to theorize as to this coral pattern's purpose. Re-entering the vessel, Captain Jirelle confirms the clear signs of battle ahead, but the quartermaster instead demonstrates to her what he has found via the porthole - the half-buried, rusted and torn open remains of an octopus-like vessel not entirely unlike their own. If it has any clues as to some as-of-yet unknown danger of these depths capable of destroying the apparatus they have been loaned, then it is imperative that the Pathfinders seek to understand what such a threat might be.
Olenjack - oddly grateful to switch the cramped heat of the ship for the dark chill of the deep water, and the overly-sharp sensation of wet 'breathing' enabled by the magicked pearls once he overcomes his body's reluctance to breathe in - leads a small team into the curious shipwreck. So little of the wreck is left to investigate, but Olenjack feels confident in assessing it to have been left in this coral patch for at least a full century. Hopefully that means whatever did this is long gone.
Olenjack recharges Wayfinder to move with the party to Dagon's Jaws 2, then examine the top 2 cards of his location...
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Olenjack returns to the ship, sharing his findings on the wreck and his observations of the surrounding area.
Olenjack buries Totem Necklace to draw the random item...
Item B
Traits
Object
Magic
Check
Strength
7
Powers
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Olenjack ends his turn.
Olenjack resets his hand; first returning all allies displayed to his power back to it, then choosing to discard Topaz of Strength.
"
Hand: Lucky Rifle +2, Steel Ibis Lamellar, Embalming Fluid, Sefina, Forensic Physician, Shy Ratani, Sandara Quinn, Blessing of the Savored Sting,
Displayed:
Deck: 13 Discard: 1 Buried: 2
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 5
NOTES:
Available Support: Lucky Rifle +2 - Bury to add 1d4+1 to a distant combat check post-roll
Blessing of the Savored Sting - May be used in emergencies only
Movement: Move with Maznar except to locations with hostile start-of-turn effects
Middle of Deck (Unknown Order): The Viper, Compass, Old Salt, Ederleigh Baines, Delve, Blessing of Wadjet, Blessing of Kofusachi, Steal Soul, Valet, Robe of Items, Venomous Heavy Crossbow +2
Recharged: Old Salt (2), Wayfinder,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +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 ☑ 8
Proficiencies:
[X] 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.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.
ADDITIONAL REWARDS:
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.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5D: A Royal Request
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 5
Traits
Animal
Aquatic
Check
Combat
21
Powers
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
Monster 4
Traits
Dwarf
Fighter
Pirate
Check
Combat
19
Powers
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Monster 4
Traits
Gargoyle
Scout
Check
Combat
18
Powers
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
Monster 3
Traits
Aberration
Check
Combat
16
OR
Wisdom
14
Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
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 2
Traits
Obstacle
Weather
Check
None
Powers
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 5
Traits
Task
Fire
Check
Dexterity
Disable
Wisdom
Perception
12
Powers
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Barrier B
Traits
Task
Pirate
Check
None
Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Barrier 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Weapon 5
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Weapon 4
Traits
Knife
Melee
Slashing
Healing
Finesse
Magic
Check
Strength
Melee
Divine
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
Weapon 5
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 4
Traits
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Spell 2
Traits
Magic
Arcane
Divine
Fire
Attack
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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.
Armor 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
Traits
Shield
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 4
Traits
Light Armor
Magic
Aquatic
Swashbuckling
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Survival
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Heavy Armor
Magic
Aquatic
Check
Constitution
Fortitude
9
Powers
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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 B
Traits
Object
Magic
Check
Intelligence
7
Powers
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Item 4
Traits
Liquid
Attack
Acid
Ranged
Alchemical
Check
Intelligence
Craft
11
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
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.
Ally 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Ally B
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 5
Traits
Half-elf
Rogue
Captain
Pirate
Check
Dexterity
Ranged
9
THEN
Charisma
Diplomacy
12
Powers
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
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 4
Traits
Human
Aristocrat
Captain
Pirate
Check
Intelligence
Knowledge
8
THEN
Charisma
Diplomacy
11
Powers
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing C
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
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
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 C
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.
Turn: 3 Maznar/Chthonicthul
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: 27
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 C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
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 acquire a boon.
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.
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
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 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 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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
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
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 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1
Ally 3
Traits
Human
Surgeon
Check
Charisma
Diplomacy
9
Powers
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
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.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Barrier 4
Traits
Trap
Magic
Check
Wisdom
Divine
14
Powers
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
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.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Ally 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Item 3
Traits
Accessory
Magic
Swashbuckling
Elite
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.
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.
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.
Monster 2
Traits
Ooze
Aquatic
Check
Combat
12
Powers
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
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.
Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M:4 Ba:3 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Barrier 4
Traits
Skirmish
Undead
Check
Wisdom
Perception
14
OR
Divine
10
Powers
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
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.
Monster 5
Traits
Aberration
Aquatic
Swarm
Check
Combat
18
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
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.
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Stealth
8
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster 4
Traits
Construct
Golem
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Dwarf
Fighter
Pirate
Check
Combat
19
Powers
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Weapon 4
Traits
Firearm
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Ally 4
Traits
Half-Elf
Druid
Captain
Pirate
Check
Wisdom
Perception
8
THEN
Charisma
Diplomacy
11
Powers
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
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.
Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
Monster 3
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Barrier 3
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
THEN
Combat
18
Powers
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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.
Item B
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.
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.
Torture Pit
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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:2 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Notes: Resist Energy
Villain Monster 2
Traits
Giant
Merfolk
Aquatic
Check
Combat
19
Powers
Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, when you would close the location, instead banish The Matron and shuffle the villain Krelloort into the location deck.
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.
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.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Spell 3
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Dagon's Jaws 2
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Maznar, Agna, Enora, Olenjack, Jirelle
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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.
Maznar - Chthonicthul |
Off-turn: recharge Blessing of the Green Faith for Olenjack check.
Turn 3: Maznar/Blessing of the Gods
Having received a weapon from Olenjack and been sent to a spot facing the back of the their craft, Maznar keeps his eyes peeled, scanning the dark waters in hopes of seeing whatever might assault them before it hits. The naturalist's attention is drawn to some movement below them; is that Capricus Invidious? No, it seems to be some sort of small local jellyfish. Then the crab gets closer... and closer... growing in size at it approaches the porthole. The dwarf starts to sweat as he sees the size of the thing. A giant jellyfish of some sort! The druid appreciates the power implicit in those huge appendages, but mistrusts his craft's ability to survive a squeeze from one. Regretfully, he takes one of the water-breathing pearls and heads out into the darkness to bring the thing down.
Combat 18 to defeat Giant Jellyfish, revealing Velociraptor and Seaborne Trident +1, adding d8 for it being Piercing and discarding Blessing of Gozreh: 1d8 + 1d4 + 1d8 + 1 + 1d8 + 1d8 ⇒ (7) + (4) + (8) + 1 + (4) + (7) = 31 Defeated; banished.
Maznar watches the corpse sink into the deep regretfully. Why must the task of dispatching fauna come to him, of all? That is when the second creature attacks, of course.
Combat 18 to defeat Giant Sea Anemone, revealing Velociraptor and Seaborne Trident +1 and discarding Blessing of Gorum 2: 1d8 + 1d4 + 1d8 + 1 + 2d8 ⇒ (1) + (1) + (2) + 1 + (1, 2) = 8 Oh, wow. That's quite a roll. The universe wants me to fail this one. Discard hand for damage - even the damage reduction from the ship doesn't help.
Spending Hero Point for total reroll
Hero Point Combat 18 to defeat Giant Sea Anemone, revealing Velociraptor and Seaborne Trident +1 and discarding Blessing of Gorum 2: 1d8 + 1d4 + 1d8 + 1 + 2d8 ⇒ (3) + (2) + (3) + 1 + (6, 4) = 19 Will use shirt reroll for the lowest d8.
Shirt reroll on lowest d8: 1d8 ⇒ 6 Makes it a success. Dang, that was hard work.
It does not go well for the poor dwarf, who barely kills the creature and makes it back into the "ship" alive. He leans against the hull panting, grateful that he is somehow not yet dead...
Reset hand and end turn.
Hand: Holy Stone, Cure, Blessing of Ketephys, Blessing of the Starsong, Seaborne Trident +1, Velociraptor, Divine Blaze,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Blessings as needed. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used 5.5, Scenario 5-4C: yep.
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [ ] +2 [ ] +3
Fortitude: Constitution +1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [X] +3 [X ] +4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ] +2
Favored Card Type: Blessing
Hand Size: 6 [X] +7
Proficient with: Light Armors [X] 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 [X] +2 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.
Add 1d6 to your check against a bane that has the Aberration or Undead trait.
[X] Reduce Poison damage dealt to you to zero.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
Agna - WilderRedbeard |
Off turn: Receive Splashbolt Crossbow from Olenjack.
Start of turn: Hour of Achaekek
Give Splashbolt Crossbow back to Olenjack (Gorum in hand should suit Agna fine).
Give Fire Gecko to Mazar
Animal, Elemental, Fire
Powers:
Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.
Remain at Dagon's Jaws 2 (The mediocre follow-up to the first Dagon's Jaws)
After Maznar returns to the craft, Agna volunteers to take a shift scouting from the outside of the craft. She's getting a little claustrophobic in these tight quarters and needs a little room to breath, even if it is through the aide of a diving pearl. She hands her fire gecko to Maznar for safe keeping and takes the crossbow given her by Olenjack.
Free explore of card #3 (top card):
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
All characters already here. Reveal Monkey to add 1d4+2, Maznar reveals Animal to add 1d4.
Perception 11: 1d8 + 5 + 2d4 + 2 ⇒ (2) + 5 + (1, 2) + 2 = 12 defeated & banished
The giant steel octopus continues its downward descent and Agna realizes they've come a little too near a ridge of sand directly adjacent to a drop-off. She warns the captain who adjusts their course to avoid hitting the bottom earlier than intended.
Recharge Vampire Squid to explore next card:
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.
Place Cloud Puff in recovery to ignore BYA/AYA. Vampire Squid adds 1d8 and the Poison trait, reveal Animal to add 1d4+2, Maznar reveals Animal to add 1d4.
Combat 12+5=17: 1d10 + 5 + 1d8 + 2d4 + 2 ⇒ (8) + 5 + (5) + (3, 3) + 2 = 26 defeated & banished
Summon and defeat Vrykolakas to close:
Traits
Undead
Aquatic
Check
Combat
20
OR
Wisdom
Divine
16
Powers
The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.
Discard Blessing of Gorum to add 2 dice, reveal Animal to add 1d4+2, Maznar reveals Animal to add 1d4.
Combat 20: 3d10 + 5 + 2d4 + 2 ⇒ (10, 8, 10) + 5 + (1, 2) + 2 = 38
Each local character takes 1d4 Poison damage. Location closed.
1d4 Poison damage: 1d4 ⇒ 2 Recharge Ophidian Armor to reduce by 2.
Apparently they aren't the only ones down here. The captain of a similar underwater craft approaches them to demand their breathing apparati. Agna's squid blinds the captain with a cloud of ink while Agna approaches the ship and pries the lid open. Apparently not all craft are equipped with the same magical barrier theirs is.
As she heads back to the Octopus Apparatus, an undead Vrykolakas grabs her by the ankle before she can enter. The monster sticks its head into the ship and sneezes a poisonous blast at the crew before focusing on Agna. By Gorum's strength she manages to wrestle the creature until she has it by the head. With a muted, underwater snap she removes its head from its body.
End turn and auto-succeed at Cloud Puff recharge with Survival skill (1d8+5). Reset hand.
Hand: Angelstep, Giant Badger, Lizard, Blessing of Gorum 1, Blessing of Kelizandri, Monkey (Loot),
Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Dagon's Jaws 2
Hero Points Available/Used: 6/1
NOTES:
Available Support: Blessings available. Angelstep available for heal.
Other: Dice Re-Roll Used for 5-5C?: N
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
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
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 ( [ X ] +1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ( [ X ] or bottom) card of your location deck.
You may reveal an ally that has the Animal trait to add 1d4 ( [ X ] +1)( ☐+2) to your check.
Enora WotR-EmpTyger |
(During Agna's turn)
Poison damage: 1d4 ⇒ 4
Discarding Twisted Space, Evocation Staff, Fire Snake, Chronicler for 4 Poison damage
(Enora's turn)
Blessing 2: Gods o'clock
Moving to Fringes of the Eye, taking everyone
Exploring Fringes of the Eye 1: Haneilius Fitch
Traits
Human
Surgeon
Check
Charisma
Diplomacy
9
Powers
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
Revealing Book. Maznar reveals Animal
CHA 9: 1d8 + 1d4 + 1d4 ⇒ (8) + (2) + (1) = 11
Haneilius Fitch is acquired
Recharging Haneilius Fitch to heal Chronicler
Discarding Blessing of Qi Zhong to heal Fire Snake and explore Fringes of the Eye 2: Sea Drake
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.
Revealing Book. Maznar reveals Animal
DEX 6: 1d6 + 1d4 + 1d4 ⇒ (1) + (4) + (1) = 6
Discarding Spellbook for 1 Electricity damage. Everyone must make a DEX/Acrobatics 6 check and take 1 Electricity damage, or take 1d4 Electricity damage
Banishing Ice and Fire to recovery as a Cold/Fire spell.
Combat 14: 1d12 + 5 + 2d8 + 3 ⇒ (2) + 5 + (5, 6) + 3 = 21
Twisted Space is recharged. Jirelle prevents 1 Structural damage. Sea Drake is banished
Recharging Vampire Bat to examine Fringes of the Eye 3: Sea Devil
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Vampire Bat: Spellbook is healed
Ending turn. Recovery:
Arcane 12: 1d12 + 5 ⇒ (11) + 5 = 16
Ice and Fire is recharged. Resetting hand
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
Immediately activating evasive maneuvering systems brought our vessel into the underwater currents of the fringes, so that the impact of the vrykolakas's breach might be assessed; the balms of the famed surgeon Haneilius Finch (see: "Fitch's Stitches") brought immediate relief to my own symptoms. The underwater fringes proved only a brief respite; a lightning drake's blast ricocheted through the Apparatus, burning even those who managed to scramble to an insulated area and threatening to overload the vessel's power system (see: "Don't Touch That!: A Guide to Electric Subsystems"); the captain wisely shunted power to the two forward arms, which allowed the source of the disruption to be removed with dual elemental blasts (see: "The Underwater Elemental Combat Primer"). After the drake had been disintegrated, I examined the proximity alert whose alarm my familiar had become entranced by, indicating a merfolk present nearby.
Hand: Blessing of the Master of Masters (bless/double bless if INT; recharge if top blessing is Irori), Ice Chemist (reveal to add 1d4 to local Cold), Fire Snake, Volcanic Storm, Blessing of Pharasma (bless/double bless if spell is cast), Twisted Space (banish to recovery to evade a monster; someone local may encounter instead), Magnetic Grimoire (reveal for +1d4 to local check invoking Acid/Cold/Electricity/Fire/Poison), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat),
Displayed: Eagle Aerie (display to allow any local character to recharge a card at end of any turn to move/banish to recovery to add 1d8 to local combat),
Deck: 11 Discard: 2 Buried: 0
Notes: Move Enora with Maznar. Use Eagle Aerie to avoid location effects!
Ask before using: Blessing of the Master of Masters; Blessing of Pharasma; Eagle Aerie for +1d8
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for villain/henchman/closing; Ice Chemist; Magnetic Grimoire; Twisted Space; Eagle Aerie to move; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)
Strength d6 [] +1
Dexterity d6 [] +1 [] +2
Constitution d4 [X] +1
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +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 [X] 7 [X] 8
When you attempt a check to acquire a spell ([X] or an item) ([X] or you attempt to defeat a barrier), 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 ([] or a boon that has the Book trait) to reduce Cold or Fire ([] or Acid, Electricity, or Force) damage dealt to you ([X] or to any character at your location) to 0.
[X] You may reveal a boon that has the Book trait to add 1d4 ([] +1) ([] +2) to your check.
[] At the start of your turn, you may recharge a boon that has the Book trait to examine the top 3 cards of your location deck, or recharge a spell to examine the top 3 cards of your deck. ([] Put them back in any order.)
Hero points: 7
BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5D: A Royal Request
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 2
Traits
Elf
Pirate
Veteran
Check
Combat
13
Powers
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Monster 3
Traits
Hag
Check
Combat
15
Powers
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 2
Traits
Elf
Pirate
Veteran
Check
Combat
13
Powers
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
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.
Barrier 3
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Barrier B
Traits
Task
Veteran
Check
Wisdom
Perception
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Barrier 3
Traits
Trap
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
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.
Barrier 4
Traits
Skirmish
Undead
Check
Wisdom
Perception
14
OR
Divine
10
Powers
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Weapon 3
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
9
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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
Weapon 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 3
Traits
Polearm
Melee
Piercing
Magic
Check
Strength
Melee
Survival
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
Weapon 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 3
Traits
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Divine
Fire
Attack
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
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 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Light Armor
Magic
Aquatic
Swashbuckling
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Shield
Magic
Check
Constitution
Fortitude
7
Powers
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item 2
Traits
Wand
Attack
Fire
Magic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
10
Powers
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
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 5
Traits
Accessory
Magic
Healing
Check
Constitution
Fortitude
Divine
11
Powers
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Ally B
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 1
Traits
Animal
Aquatic
Check
Wisdom
Survival
6
Powers
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Ally 3
Traits
Human
Sorcerer
Captain
Pirate
Check
Intelligence
Arcane
6
OR
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 3
Traits
Half-Elf
Bard
Captain
Pirate
Check
Dexterity
Stealth
7
THEN
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
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.
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
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.
Turn: 6 Jirelle/skizzerz
Top of Blessing Discard Pile: Blessing of Hshurha
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 24
Blessings Deck
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
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 acquire a boon.
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.
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
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 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 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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
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
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 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:0 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:2 ?:1
Located here: Maznar, Agna, Enora, Olenjack, Jirelle
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Barrier 4
Traits
Trap
Magic
Check
Wisdom
Divine
14
Powers
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
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.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Ally 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Item 3
Traits
Accessory
Magic
Swashbuckling
Elite
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.
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.
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.
Monster 2
Traits
Ooze
Aquatic
Check
Combat
12
Powers
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
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.
Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M:4 Ba:3 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Barrier 4
Traits
Skirmish
Undead
Check
Wisdom
Perception
14
OR
Divine
10
Powers
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
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.
Monster 5
Traits
Aberration
Aquatic
Swarm
Check
Combat
18
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
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.
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Stealth
8
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster 4
Traits
Construct
Golem
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Dwarf
Fighter
Pirate
Check
Combat
19
Powers
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Weapon 4
Traits
Firearm
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Ally 4
Traits
Half-Elf
Druid
Captain
Pirate
Check
Wisdom
Perception
8
THEN
Charisma
Diplomacy
11
Powers
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
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.
Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
Monster 3
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Barrier 3
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
THEN
Combat
18
Powers
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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.
Item B
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.
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.
Torture Pit
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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:2 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Notes: Resist Energy
Villain Monster 2
Traits
Giant
Merfolk
Aquatic
Check
Combat
19
Powers
Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, when you would close the location, instead banish The Matron and shuffle the villain Krelloort into the location deck.
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.
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.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Spell 3
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Dagon's Jaws 2
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Maznar - Chthonicthul |
Off-turn: 1d4 Poison damage for Agna defeating Vrykolakas
Poison damage: 1d4 ⇒ 2 Discard Holy Stone and Seaborne Trident +1 for damage
Discard Cure to heal self
Cards healed: 1d4 + 1 ⇒ (3) + 1 = 4 All discarded cards healed
Divine 8 to recharge Cure, revealing Velociraptor: 1d10 + 7 + 1d4 ⇒ (6) + 7 + (4) = 17 Recharged.
Off-turn: Dexterity 6 to avoid Electricity damage during Enora check
Dexterity 6 to avoid Electricity damage, discarding Blessing of Ketephys because I don't want to risk everyone's d4 bonuses: 1d4 + 1d4 + 1d4 ⇒ (2) + (3) + (3) = 8 Success. Discard Divine Blaze for electricity damage.
Hand: Blessing of the Starsong, Velociraptor,
Displayed:
Deck: 16 Discard: 2 Buried: 0
Notes: Blessing as needed. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used 5.5, Scenario 5-4C: yep.
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [ ] +2 [ ] +3
Fortitude: Constitution +1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [X] +3 [X ] +4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ] +2
Favored Card Type: Blessing
Hand Size: 6 [X] +7
Proficient with: Light Armors [X] 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 [X] +2 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.
Add 1d6 to your check against a bane that has the Aberration or Undead trait.
[X] Reduce Poison damage dealt to you to zero.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
skizzerz - Jirelle |
Off-turn: Take 1d4 Poison damage from Vrykolakas: 1d4 ⇒ 1 Reveal Armor of Skulls to reduce by 2. Autosucceed Acrobatics 6 check, reveal Armor of Skulls to block damage.
Hour of Hshurha. Stay at Fringes. Call Bane with Fortune-Teller, top card is Sea Devil so I encounter it. Too bad I don't have the ability to move after this...
Sea Devil. First, I take 1d4 ⇒ 2 Combat damage from the scenario power. Reveal Armor of Skulls to reduce by 2. DC Increase: 1d10 ⇒ 3 Reveal Bloodcrow Rapier. Maznar reveals animal. Combat 13+3=16: 1d10 + 2d4 + 6 + 1d4 ⇒ (2) + (1, 1) + 6 + (1) = 11 Impressive. Swash reroll the d10 and one of the d4's. Combat 16: 1d10 + 1d4 + 8 ⇒ (8) + (1) + 8 = 17 Defeated. Attempting to close by summoning and defeating Random Barrier #1 Jagged Shoals.
Jagged Shoals. Recharge Vizier for Shoals power to add 1d4. Reveal Bloodcrow Rapier. Maznar reveals animal. Survival 11+3=14: 1d8 + 3 + 2d4 ⇒ (1) + 3 + (3, 4) = 11 Swash reroll the d8. Survival 14: 1d8 + 10 ⇒ (5) + 10 = 15 Defeated, Fringes of the Eye closed.
1d4 ⇒ 1 barriers and 1d4 ⇒ 4 blessings get shuffled in, then I encounter the top one. Card: 1d5 ⇒ 3 Random Blessing #2 Blessing of the Gods. Automatically acquired.
Looks like there's no way for anyone to let me move, so I'm stuck with exploring here at the closed Fringes. There's 3 more blessings so I might as well shoot for them I guess... Ba2,Bl1,Bl3,Bl4: 1d4 ⇒ 1 Random Barrier #2 Lookout Duty. Can't defeat this without spending resources, so choose to fail. Ship takes 1 Structural damage which I reduce to 0, and Lookout Duty is displayed at Fringes of the Eye. Discard BotG to explore.
Bl1,Bl3,Bl4: 1d3 ⇒ 3 Random Blessing #4: Blessing of the Gods. Automatically acquire and discard to explore.
Bl1,Bl3: 1d2 ⇒ 1 Random Blessing #1: Blessing of Cayden Cailean. Going with Divine check, revealing Bloodcrow Rapier. Maznar reveals animal. Divine 5: 2d4 ⇒ (2, 2) = 4 Swash reroll both dice. Divine 5: 2d4 ⇒ (4, 4) = 8 Acquired. Discard it to explore.
Random Blessing #3: Blessing of the Gods. Automatically acquired. Ending turn, recharging Diviner's Blight as I reset my hand.
No flavor today, sorry.
Hand: Fortune-Teller, Blessing of the Gods 3, Armor of Skulls, Bloodcrow Rapier, Blessing of Maat, Blessing of Erastil,
Displayed:
Deck: 13 Discard: 6 Buried: 0
"Notes: Blessings available, if any.
5-5D: 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 ☐8
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 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☐ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).
Fringes of the Eye closed.
Random Barrier #1 banished.
Random Barrier #2 (Lookout Duty) displayed at Fringes of the Eye.
Random Blessings #1-4 acquired.
skizzerz - Jirelle |
BA check against Galvo on Olenjack's turn, revealing Bloodcrow Rapier and having Maznar reveal animal. Acrobatics 13: 1d10 + 5 + 1d4 ⇒ (9) + 5 + (1) = 15 Passed, no damage.
Olenjack, the Measured |
OFF-TURN:
Olenjack is given back Splashbolt Crossbow.
Olenjack takes some amount of Poison Damage, but he's immune to Poison Damage and it's reduced to 0.
With Maznar's assistance, Olenjack auto-passes a Dexterity 6 check and suffers 1 Electricity damage; he reveals Steel Ibis Lamellar to reduce the damage by 3, to 0. (Man I love that armor.)
Nice turns all!
========================
Olenjack starts his turn.
Blessing of Asmodeus discarded from the blessings deck.
Olenjack uses his borrowed Playmat Boon power, and discards Splashbolt Crossbow to draw Delve.
Olenjack sends Delve to Recovery to search and draw Robe of Items from his deck. Deck shuffled.
Olenjack does not have the Arcane or Divine skill; Delve will be banished from Recovery at the end of the turn.
Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Topaz of Strength from his deck and discards. At least one was from his deck, so his deck is shuffled.
Time to start fighting!
Olenjack moves with the party to the Sharkskin Reef and takes his free exploration.
Barrier 4
Traits
Skirmish
Undead
Check
Wisdom
Perception
14
OR
Divine
10
Powers
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Scenario 1E reward adds 1d4.
Divine 10 (Coordinated Blase, 1E, Maznar): 1d4 + 1d12 + 5 + 1d4 + 1d4 ⇒ (2) + (5) + 5 + (4) + (2) = 18 -> Pass.
Defeated.
Olenjack discards Wayfinder to examine the top card of his location...
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Olenjack explores with the Wayfinder's power.
Olenjack reveals Lucky Rifle +2 for combat, revealing Embalming Fluid to add 2 and the poison trait.
Combat/Dexterity 18/22 (Embalming Fluid, Maznar, Piercing Weakness): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 1d8 ⇒ (4) + 4 + (4) + 2 + 2 + (2) + (4) = 22 -> Perfect pass; Olenjack must make a Disable 7 check from Embalming Fluid.
Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Valet from his deck.
Defeated.
For passing a combat check that has the Poison trait, Olenjack explores his location.
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.
Acquired.
Olenjack banishes Potion of Healing to heal himself 1d4 ⇒ 1 cards.
Olenjack is healed for 1: (Splashbolt Crossbow). Deck shuffled.
Olenjack discards Compass to explore again.
Monster 5
Traits
Aberration
Aquatic
Swarm
Check
Combat
18
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
All other characters must make Dexterity/Acrobatics 13 checks or take 1d6 electricity damage. To keep my turn going, I will BOT MAZNAR'S ATTEMPT to see if he can keep his animal ally.
Maznar reveals an animal ally to add 1d4 and adds another 1d6 because of Galvo's Aberration trait.
Olenjack discards Blessing of the Savored Sting to add the highest result of the following die rolls to Maznar's check...
Blessing of the Savored Sting: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (1) + (2) + (7) + (4) = 14 -> Maznar adds 7 to his check.
Dexterity 13 (Maznar, Maznar Anti-Aberration, Savored Sting): 1d4 + 1d4 + 1d6 + 7 ⇒ (3) + (1) + (5) + 7 = 16 -> Pass; no effect.
Combat/Dexterity 18/22 (Embalming Fluid, Maznar): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 ⇒ (8) + 4 + (12) + 2 + 2 + (4) = 32 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Old Salt (2) from his deck.
Defeated and sufficiently overkilled.
Sharkskin Reef Card 5: Hull Damage
Barrier 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Requesting Agna's Blessing of Kelizandri... if it's still available. If not, I'll just display an ally or 2 to my power and hope that Maat saves me... if it's available.
Pausing my turn until I know what cards remain among the table.
Enora and Agna still need to resolve Galvo's BA.
Hand: Lucky Rifle +2, Steel Ibis Lamellar, Embalming Fluid, Topaz of Strength, Forensic Physician, Shy Ratani, Sandara Quinn,
Displayed: Sefina,
Deck: 10 Discard: 5 Buried: 2
Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 5
"NOTES:
Available Support: Lucky Rifle +2 - Bury to add 1d4+1 to a distant combat check post-roll
Movement: Move with Maznar except to locations with hostile start-of-turn effects
Other: Turn PAUSED."
Enora WotR-EmpTyger |
(During Olenjack's turn)
Galvo: Banishing Fire Snake to recovery, revealing Magnetic Grimoire, revealing Book. Maznar reveals Animal
Arcane 13: 1d12 + 5 + 1d4 + 1d4 + 1d4 ⇒ (5) + 5 + (1) + (3) + (3) = 17
Recovery: Revealing Ice Chemist to add Cold, revealing Magnetic Grimoire, revealing Book. Maznar reveals Animal
Arcane 12: 1d12 + 5 + 1d4 + 1d4 + 1d4 ⇒ (7) + 5 + (2) + (2) + (2) = 18
Coordinated Blast is recharged. Revealing Magnetic Grimoire, revealing Book. Maznar reveals Animal
Arcane 8: 1d12 + 5 + 1d4 + 1d4 + 1d4 ⇒ (8) + 5 + (1) + (1) + (2) = 17
Fire Snake is recharged
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
A summoned fire snake diverted electric eels from discharging near the armament station where I was finishing up an octoplied strike against the undead hands Olenjack had scattered.
Hand: Blessing of the Master of Masters (bless/double bless if INT; recharge if top blessing is Irori), Ice Chemist (reveal to add 1d4 to local Cold), Volcanic Storm, Blessing of Pharasma (bless/double bless if spell is cast), Twisted Space (banish to recovery to evade a monster; someone local may encounter instead), Magnetic Grimoire (reveal for +1d4 to local check invoking Acid/Cold/Electricity/Fire/Poison),
Displayed: Eagle Aerie (display to allow any local character to recharge a card at end of any turn to move/banish to recovery to add 1d8 to local combat),
Deck: 13 Discard: 2 Buried: 0
Notes: Move Enora with Maznar. Use Eagle Aerie to avoid location effects!
Ask before using: Blessing of the Master of Masters; Blessing of Pharasma; Eagle Aerie for +1d8
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for villain/henchman/closing; Ice Chemist; Magnetic Grimoire; Twisted Space; Eagle Aerie to move; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)
Strength d6 [] +1
Dexterity d6 [] +1 [] +2
Constitution d4 [X] +1
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +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 [X] 7 [X] 8
When you attempt a check to acquire a spell ([X] or an item) ([X] or you attempt to defeat a barrier), 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 ([] or a boon that has the Book trait) to reduce Cold or Fire ([] or Acid, Electricity, or Force) damage dealt to you ([X] or to any character at your location) to 0.
[X] You may reveal a boon that has the Book trait to add 1d4 ([] +1) ([] +2) to your check.
[] At the start of your turn, you may recharge a boon that has the Book trait to examine the top 3 cards of your location deck, or recharge a spell to examine the top 3 cards of your deck. ([] Put them back in any order.)
Hero points: 7
Yewstance |
BOTTING AGNA'S CHECK AGAINST GALVO:
Agna reveals an animal, Maznar reveals an animal.
Agna discards Blessing of Kelizandri to doubly bless.
Dexterity 13 (Bless*2, Agna, Maznar): 3d8 + 1d4 + 1 + 1d4 ⇒ (5, 6, 1) + (3) + 1 + (3) = 19 -> Pass; no effect.
Waiting again on discussion with the team before proceeding.
Olenjack, the Measured |
Resuming turn...
Olenjack defeats Galvo as per the spoiler in my previous post.
For passing a combat check that has the Poison trait, Olenjack explores his location.
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.
Intelligence 11 (Bless*2, Maznar): 3d8 + 1d4 ⇒ (4, 5, 1) + (2) = 12 -> Pass.
Defeated.
Olenjack discards Shy Ratani to explore his location, adding 1d8 to checks to acquire and giving him the ability to evade any encountered bane.
Armor 3
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
Stealth
8
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Acquired.
Olenjack banishes Sefina to explore again, adding 4 to non-combat checks during this exploration.
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.
Defeated; Olenjack draws...
Weapon 3
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
9
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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
Item 2
Traits
Wand
Attack
Fire
Magic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Olenjack reveals Forensic Physician to heal Shy Ratani, then Forensic Physician is discarded and Olenjack explores again.
Monster 4
Traits
Construct
Golem
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Olenjack reveals Lucky Rifle +2 for combat, revealing Embalming Fluid to add 2 and the poison trait.
Combat/Dexterity 19 (Embalming Fluid, Maznar): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 ⇒ (7) + 4 + (10) + 2 + 2 + (2) = 27 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Blessing of Wadjet from his deck.
Defeated.
For passing a combat check that has the Poison trait, Olenjack explores his location.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Olenjack reveals and additionally buries Navigator Musket +1 for combat.
Scenario: Difficulty Increase: 1d10 ⇒ 8
Olenjack reveals Embalming Fluid to add 2 and the poison trait, and recharges Sniper's Studded Leather to add another 2.
Combat/Dexterity 21 (Embalming Fluid, Sniper's Studded Leather Armor Maznar): 1d8 + 4 + 1d10 + 1 + 1d10 + 2 + 2 + 1d4 ⇒ (1) + 4 + (6) + 1 + (2) + 2 + 2 + (4) = 22 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Ederleigh Baines from his deck.
Defeated; Olenjack may attempt to close Sharkskin Reef.
Olenjack banishes Sandara Quinn to closes the Sharkskin Reef.
Olenjack ends his turn.
Olenjack resets his hand, choosing to discard Wall of Fire, Wand of Flame and Topaz of Strength.
No flavor today.
"
Hand: Lucky Rifle +2, Venomous Heavy Crossbow +2, Steel Ibis Lamellar, Embalming Fluid, Shy Ratani, The Viper, Valet, Blessing of Kofusachi,
Displayed:
Deck: 7 Discard: 8 Buried: 3
Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 5
NOTES:
Available Support: Lucky Rifle +2 - Bury to add 1d4+1 to a distant combat check post-roll
Movement: Move with Maznar
Other: Notes are not updated - have to post quickly.Will Viper before being healed.
Middle of Deck (Unknown Order): Splashbolt Crossbow, Steal Soul, Old Salt (2), Old Salt
Recharged: Blessing of Wadjet, Sniper's Studded Leather, Ederleigh Baines,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +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 ☑ 8
Proficiencies:
[X] 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.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.
ADDITIONAL REWARDS:
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.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Maznar - Chthonicthul |
Turn 8: Maznar/Blessing of Norgorber
Maznar sits on the deck of their weird vehicle, catching a breather after all of that combat. His companions are fearsome, indeed!
Reset hand and end turn
Hand: Fire Gecko (from Agna), Pterandon, Blessing of Gozreh, Blessing of the Starsong, Blessing of the Green Faith 1, Velociraptor, Wolfhide Armor,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Blessings as needed. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used 5.5, Scenario 5-4C: yep.
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [ ] +2 [ ] +3
Fortitude: Constitution +1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [X] +3 [X ] +4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ] +2
Favored Card Type: Blessing
Hand Size: 6 [X] +7
Proficient with: Light Armors [X] 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 [X] +2 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.
Add 1d6 to your check against a bane that has the Aberration or Undead trait.
[X] Reduce Poison damage dealt to you to zero.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5D: A Royal Request
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
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Monster 5
Traits
Elf
Cultist
Check
Combat
19
Powers
If undefeated, discard the top 1d4 cards of the blessings deck.
Monster 2
Traits
Elf
Pirate
Veteran
Check
Combat
13
Powers
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Monster B
Traits
Hag
Aquatic
Check
Combat
11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Monster 4
Traits
Dwarf
Fighter
Pirate
Check
Combat
19
Powers
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Monster 3
Traits
Animal
Aquatic
Elite
Check
Combat
18
Powers
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Barrier 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Barrier 4
Traits
Skirmish
Undead
Check
Wisdom
Perception
14
OR
Divine
10
Powers
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Barrier 5
Traits
Task
Check
Constitution
Fortitude
15
Powers
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
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 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 5
Traits
Mace
Melee
Bludgeoning
Magic
Check
Strength
Melee
Divine
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
Weapon 4
Traits
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Weapon 3
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; 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.
Weapon 4
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits
Polearm
Melee
Piercing
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill +1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard 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
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 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.
Armor 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 4
Traits
Accessory
Magic
Check
Dexterity
Ranged
Perception
13
Powers
Reveal this card to add 4 to your Ranged combat or Perception check.
Item 3
Traits
Object
Alchemical
Check
Intelligence
Craft
11
Powers
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
Item 4
Traits
Object
Magic
Check
Dexterity
Ranged
12
Powers
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
Item 3
Traits
Accessory
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
Ally 3
Traits
Animal
Elite
Check
Wisdom
Survival
9
Powers
Discard this card to succeed at your check to acquire an item or a weapon.
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 1
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 2
Traits
Human
Fighter
Pirate
Check
Charisma
Diplomacy
7
Powers
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. You may not use this power more than once per turn.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 2
Traits
Animal
Pirate
Check
Wisdom
Survival
8
Powers
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Blessing C
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
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
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 C
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.
Turn: 9 Agna/WilderRedbeard
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: 21
Blessings Deck
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
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 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 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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
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
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 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Ally 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Item 3
Traits
Accessory
Magic
Swashbuckling
Elite
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.
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.
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.
Monster 2
Traits
Ooze
Aquatic
Check
Combat
12
Powers
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
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.
Sharkskin Reef
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Maznar, Agna, Enora, Olenjack, Jirelle
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Weapon 4
Traits
Firearm
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Ally 4
Traits
Half-Elf
Druid
Captain
Pirate
Check
Wisdom
Perception
8
THEN
Charisma
Diplomacy
11
Powers
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
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.
Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
Monster 3
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Barrier 3
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
THEN
Combat
18
Powers
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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.
Item B
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.
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.
Torture Pit
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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:2 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Notes: Resist Energy
Villain Monster 2
Traits
Giant
Merfolk
Aquatic
Check
Combat
19
Powers
Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, when you would close the location, instead banish The Matron and shuffle the villain Krelloort into the location deck.
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.
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.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Spell 3
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Dagon's Jaws 2
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Agna - WilderRedbeard |
Off turn: During Enora's turn, Agna and Maznar reveal Animals
Dexterity 6: 1d8 + 2d4 + 2 ⇒ (3) + (2, 3) + 2 = 10 Success. Discard Giant Badger for Electricity Damage.
During Olenjack's turn, discard Blessing of Kelizandri for Galvo BYA check (Thanks for botting, Olenjack!)
Start of turn: The hour of the Gods
Place Angelstep in recovery to heal Olenjack: 1d4 + 1 ⇒ (2) + 1 = 3 cards.
Move alone to Gozreh's Flow (unless others want to come with).
Agna continues scouting from the outside of the cramped octopus. She notices an area of particularly strong current and decides to investigate.
Free explore of card #1:
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Combat 18+5=23: 3d10 + 5 + 1d4 + 2 ⇒ (7, 9, 2) + 5 + (2) + 2 = 27 defeated & banished
A werecrocodile in full fury barrels down the current straight for Agna. In a display of Gorum's might, she subdues the monster until it submits to her and swimms away hastily.
Recharge Monkey to explore next card:
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Survival 11: 1d8 + 5 + 1d4 + 2 ⇒ (6) + 5 + (1) + 2 = 14 defeated & banished
Agna informs the captain of a shoal projecting from the bottom of the sea. Evasive maneuvers are taken.
End turn. Recharge Lizard to succeed at Angelstep recharge.
Reset hand.
Hand: Invigorating Kukri +1, Seaborne Trident +1, Masterwork Tools, Monkey, Reed Mocassin, Blessing of Milani 2,
Displayed:
Deck: 10 Discard: 4 Buried: 0
Current Location: Gozreh's Flow
Hero Points Available/Used: 6/1
NOTES:
Available Support: Blessing available.
Other: Dice Re-Roll Used for 5-5C?: N
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
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
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 ( [ X ] +1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ( [ X ] or bottom) card of your location deck.
You may reveal an ally that has the Animal trait to add 1d4 ( [ X ] +1)( ☐+2) to your check.
Enora WotR-EmpTyger |
(At the end of Agna’s turn)
Agna examines Gozreh’s Flow 3: Giant Spyglass Octopus
Traits
Animal
Aquatic
Check
Combat
18
THEN
Combat
18
Powers
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
(Enora’s turn)
Blessing 1: Sivanah o’clock
Moving to Fog Bank, taking Maznar, Jirelle, Olenjack
Exploring Fog Bank 1: The Matron
Traits
Giant
Merfolk
Aquatic
Check
Combat
19
Powers
Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, when you would close the location, instead banish The Matron and shuffle the villain Krelloort into the location deck.
Jirelle summons Sea Devil. Banishing Twisted Space to recovery. Sea Devil is evaded
Difficulty increase: 1d12 + 1d10 ⇒ (6) + (6) = 12
Banishing Volcanic Storm to recovery, discarding Blessing of Pharasma, revealing Magnetic Grimoire, revealing Book. Maznar reveals Animal
Combat 19+12=31: 3d12 + 5 + 3d6 + 1d4 + 1d4 + 1d4 ⇒ (5, 6, 8) + 5 + (5, 3, 5) + (2) + (4) + (1) = 44
The Matron is banished. Krelloort is shuffled into Fog Bank
Ending turn. Recovery: Revealing Ice Chemist to add Cold, revealing Magnetic Grimoire, revealing Book. Maznar reveals Animal
Arcane 10: 1d12 + 5 + 1d4 + 1d4 + 1d4 ⇒ (12) + 5 + (2) + (2) + (1) = 22
Twisted Space is recharged. Revealing Ice Chemist to add Cold, revealing Magnetic Grimoire, revealing Book. Maznar reveals Animal
Arcane 13: 1d12 + 5 + 1d4 + 1d4 + 1d4 ⇒ (5) + 5 + (3) + (3) + (4) = 20
Volcanic Storm is recharged. Resetting hand
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
Within the opaque depths, the hostile merqueen, her attempt to remain hidden unsuccessful, succumbed to the swipes of a lava-transmuted octopodal tentacle (see: “On the Properties of Magna”); although a dimensional counterspell disrupted her summons of a royal bodyguard, nevertheless the matron before passing seems to have stirred some monstrous force within this murky sector.
Hand: Spellbook, Ice Chemist (reveal to add 1d4 to local Cold), Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Blessing of the Seventh Veil (bless/double bless if non-combat INT/CHA; recharge if top blessing is Sivanah), Chronicler, Byzantine Lexicon (recharge to bless local non-combat WIS), Magnetic Grimoire (reveal for +1d4 to local check invoking Acid/Cold/Electricity/Fire/Poison), Cloudburst,
Displayed: Eagle Aerie (display to allow any local character to recharge a card at end of any turn to move/banish to recovery to add 1d8 to local combat),
Deck: 9 Discard: 4 Buried: 0
Notes: Move Enora with Maznar. Use Eagle Aerie to avoid location effects!
Ask before using: Blessing of the Seventh Veil; Eagle Aerie for +1d8; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for villain/henchman/closing; Ice Chemist; Magnetic Grimoire; Binder’s Tome; Byzantine Lexicon; Eagle Aerie to move
Strength d6 [] +1
Dexterity d6 [] +1 [] +2
Constitution d4 [X] +1
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +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 [X] 7 [X] 8
When you attempt a check to acquire a spell ([X] or an item) ([X] or you attempt to defeat a barrier), 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 ([] or a boon that has the Book trait) to reduce Cold or Fire ([] or Acid, Electricity, or Force) damage dealt to you ([X] or to any character at your location) to 0.
[X] You may reveal a boon that has the Book trait to add 1d4 ([] +1) ([] +2) to your check.
[] At the start of your turn, you may recharge a boon that has the Book trait to examine the top 3 cards of your location deck, or recharge a spell to examine the top 3 cards of your deck. ([] Put them back in any order.)
Hero points: 7
BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5D: A Royal Request
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Aberration
Check
Combat
16
OR
Wisdom
14
Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
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.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Barrier B
Traits
Skirmish
Veteran
Check
Strength
Melee
Dexterity
5
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Barrier 5
Traits
Task
Fire
Check
Dexterity
Disable
Wisdom
Perception
12
Powers
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
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 3
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Barrier 2
Traits
Obstacle
Weather
Check
None
Powers
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Weapon 2
Traits
Polearm
Melee
Piercing
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill +1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Weapon 3
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; 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.
Weapon 4
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
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 2
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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 2
Traits
Magic
Arcane
Divine
Fire
Attack
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 4
Traits
Heavy Armor
Magic
Aquatic
Check
Constitution
Fortitude
9
Powers
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item 5
Traits
Liquid
Attack
Electricity
Ranged
Alchemical
Check
Intelligence
Craft
11
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Item C
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Item 4
Traits
Accessory
Magic
Check
Dexterity
Ranged
Perception
13
Powers
Reveal this card to add 4 to your Ranged combat or Perception check.
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
Object
Magic
Check
Charisma
7
Powers
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
Ally C
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 3
Traits
Human
Cleric
Check
Charisma
Diplomacy
11
Powers
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Ally 3
Traits
Human
Sorcerer
Captain
Pirate
Check
Intelligence
Arcane
6
OR
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 1
Traits
Human
Cleric
Pirate
Check
Charisma
Diplomacy
5
Powers
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 1
Traits
Human
Rogue
Pirate
Check
Strength
Melee
6
OR
Charisma
Diplomacy
7
Powers
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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
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
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 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
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.
Turn: 11 Jirelle/skizzerz
Top of Blessing Discard Pile: Blessing of Cayden Cailean
Blessing B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 19
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 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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
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
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 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Ally 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Item 3
Traits
Accessory
Magic
Swashbuckling
Elite
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.
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.
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.
Monster 2
Traits
Ooze
Aquatic
Check
Combat
12
Powers
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
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.
Sharkskin Reef
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Weapon 4
Traits
Firearm
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Ally 4
Traits
Half-Elf
Druid
Captain
Pirate
Check
Wisdom
Perception
8
THEN
Charisma
Diplomacy
11
Powers
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
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.
Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M:3 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Agna,
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Item B
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.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
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 4
Traits
Animal
Aquatic
Check
Combat
18
THEN
Combat
18
Powers
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Torture Pit
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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:2 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Enora, Maznar, Olenjack, Jirelle
Notes: Resist Energy, Krelloort
Villain Monster 2
Traits
Merfolk
Aquatic
Mutant
Check
Combat
16
THEN
Combat
18
Powers
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
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.
Spell 3
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
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.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Dagon's Jaws 2
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
skizzerz - Jirelle |
Note: Gozreh's Flow ordering appears to be messed up in most recent update. Using card list from Agna's update.
Hour of Cayden Cailean. Move solo to Gozreh's Flow. End of move step: name bane, then examine top card: Giant Spyglass Octopus. It is encountered.
Gozreh's Flow 3: Giant Spyglass Octopus. BA Agna and I need to make Str/Dex 12 checks or suffer 1d4+1 (-2 from scenario) Combat damage. For my check, reveal Bloodcrow Rapier. Dexterity 12: 1d10 + 4 ⇒ (3) + 4 = 7 Mark off a use of my Freedom Fighter reward (1/4 uses now checked) to add a die after the roll. Dexterity 12: 1d10 + 7 ⇒ (9) + 7 = 16 Passed. Botting Agna's BA check as well to see what resources I'll have left for the main check. Agna reveals Reed Moccasin for her power, brings up to an 85% chance of passing with Maat. Strength 12: 1d10 + 3 + 1d4 + 1 ⇒ (3) + 3 + (2) + 1 = 9. I'll discard Blessing of Maat to make that succeed. Now for the combats: reveal Bloodcrow Rapier for both. Discard Blessing of Erastil for the first check. Combat 18: 3d10 + 2d4 + 6 ⇒ (5, 2, 3) + (2, 3) + 6 = 21 Discard Blessing of the Gods for the second check. Combat 18: 2d10 + 2d4 + 6 ⇒ (6, 4) + (3, 1) + 6 = 20 Defeated and banished, Agna can use Invigorating Kukri if she wants.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Defeat a monster that has the Captain or Gnoll trait.
☑ Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
Take my free explore, Gozreh's Flow 4: Sea Devil. DC increase: 1d12 + 1d10 ⇒ (3) + (8) = 11 Oof. Reveal and additionally discard Bloodcrow Rapier. Not great odds, but I have piles of rerolls left so I think I'd rather save table blessings on the close check. Combat 12+11=23: 1d10 + 2d4 + 6 + 1d4 + 5 ⇒ (6) + (1, 1) + 6 + (1) + 5 = 20 Too many 1's. Burn a hero point to reroll everything. Combat 23: 1d10 + 2d4 + 6 + 1d4 + 5 ⇒ (2) + (1, 4) + 6 + (4) + 5 = 22 Swashbuckling reroll the d10 and the 1. Combat 23: 1d10 + 1d4 + 19 ⇒ (7) + (2) + 19 = 28 Defeated.
Closing: Agna discards Blessing of Milani to doubly bless my Wisdom check. Survival 7: 3d8 + 3 ⇒ (3, 5, 3) + 3 = 14 Gozreh's Flow is closed. Location: 1d7 ⇒ 5 Agna and I move to Torture Pit (ugh). Can't escape with Eagle Aerie because we're not local to Enora, this is one of the very few times that Jirelle's end of turn movement feat would actually be relevant. I can't pass that end of turn check, so burying the top of my deck: Keen Rapier +3 (double ugh).
No flavor, in a bit of a rush.
Hand: Fortune-Teller, Masterwork Tools, Armor of Skulls, Brine's Sting (Loot), Evangelist, Blessing of the Vaultmaster,
Displayed:
Deck: 8 Discard: 11 Buried: 1
"Notes: Blessings available, if any.
5-5D: 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 ☐8
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 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☐ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).
Agna and Jirelle are now at Torture Pit (daring rescues welcome).
Agna discarded Blessing of Milani.
Jirelle spent a hero point.
BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5D: A Royal Request
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Hag
Aquatic
Check
Combat
11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Monster 4
Traits
Animal
Aquatic
Check
Combat
22
Powers
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Monster B
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Monster 5
Traits
Elf
Cultist
Check
Combat
19
Powers
If undefeated, discard the top 1d4 cards of the blessings deck.
Monster 2
Traits
Elf
Pirate
Veteran
Check
Combat
13
Powers
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Barrier 3
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
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 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 5
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 3
Traits
Knife
Melee
Piercing
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to your combat check.
Weapon 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 4
Traits
Knife
Melee
Slashing
Healing
Finesse
Magic
Check
Strength
Melee
Divine
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
Weapon 5
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spell 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard 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 5
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
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 3
Traits
Heavy Armor
Magic
Aquatic
Elite
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Shield
Magic
Check
Constitution
Fortitude
7
Powers
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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
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 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
10
Powers
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Item 4
Traits
Accessory
Magic
Check
Dexterity
Ranged
Perception
13
Powers
Reveal this card to add 4 to your Ranged combat or Perception check.
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.
Ally 3
Traits
Half-Elf
Bard
Captain
Pirate
Check
Dexterity
Stealth
7
THEN
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally B
Traits
Gnome
Pirate
Check
Charisma
Diplomacy
6
Powers
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 1
Traits
Halfling
Fighter
Pirate
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Traits
Outsider
Elite
Check
Charisma
Arcane
7
Powers
Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to 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 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
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 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.
Turn: 12 Olenjack/Yewstance
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: 18
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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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
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
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 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Ally 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Item 3
Traits
Accessory
Magic
Swashbuckling
Elite
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.
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.
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.
Monster 2
Traits
Ooze
Aquatic
Check
Combat
12
Powers
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
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.
Sharkskin Reef
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Weapon 4
Traits
Firearm
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Ally 4
Traits
Half-Elf
Druid
Captain
Pirate
Check
Wisdom
Perception
8
THEN
Charisma
Diplomacy
11
Powers
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
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.
Gozreh's Flow
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Torture Pit
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Agna, Jirelle
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:2 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Enora, Maznar, Olenjack,
Notes: Resist Energy, Krelloort
Villain Monster 2
Traits
Merfolk
Aquatic
Mutant
Check
Combat
16
THEN
Combat
18
Powers
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
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.
Spell 3
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
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.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Dagon's Jaws 2
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Olenjack, the Measured |
OFF-TURN:
As per my notes; before being healed Olenjack recharges The Viper to exchange Embalming Fluid from my hand with Robe of Items in my discards.
Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Embalming Fluid from his discards.
Agna heals Olenjack for 3: (Wall of Fire, Blessing of the Savored Sting, Robe of Items). Deck shuffled.
At the end of Jirelle's turn; Olenjack recharges Blessing of Kofusachi (the hour has a Constitution check to acquire) to search and draw Robe of Items from his deck.
Deck shuffled.
Excellent! New hand posted below.
Hand: Lucky Rifle +2, Venomous Heavy Crossbow +2, Steel Ibis Lamellar, Robe of Items, Wayfinder, Compass, Embalming Fluid, Shy Ratani, Valet,
Displayed:
Deck: 11 Discard: 3 Buried: 3
Sometimes Olenjack is amazed at how much he can fit in the pockets of the magical coat he acquired at the floating city of Zo Piaobo previously.
========================
Olenjack starts his turn.
Blessing of Besmara discarded from the blessings deck.
Olenjack moves with Maznar and Enora to the Mancatcher Cove and takes his free exploration.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Olenjack reveals Lucky Rifle +2 for combat, revealing Embalming Fluid to add 2 and the poison trait.
Combat/Dexterity 22 (Embalming Fluid, Maznar): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 ⇒ (3) + 4 + (2) + 2 + 2 + (2) = 15 -> Fail; I didn't want to lose my Rifle so early but this is what it's there for.
Olenjack buries Lucky Rifle +2 to add 1d12 ⇒ 1; totalling 16. Ooof. AWFUL.
Well... with rolls like that I suppose Olenjack will expend a Hero Point (now down to 4 remaining) to reroll...
Combat/Dexterity 22 (Embalming Fluid, Maznar, Lucky Rifle +2): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 1d12 ⇒ (3) + 4 + (3) + 2 + 2 + (2) + (9) = 25 -> Lower than I expected, but a pass, finally; Olenjack must make a Disable 7 check from Embalming Fluid.
Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Sniper's Studded Leather from his deck.
Defeated.
Some underwater monstrosity attacks the craft - the impact causing Olenjack's personal rifle to fall free of its harness and slide across the uneven floor and drop into one of the dark slits filled with odd mechanisms dotting the base of this bizarre vessel. Olenjack curses as he's unable to catch it, but finds himself the closest crewman to the ship's tentacle-based weaponry (as enhanced by Enora). Olenjack grasps the odd controls - conveniently set at just the right height for a dwarf - and haphazardly slashes at the mystery monster with the magic-infused strikes of the odd onboard weaponry until it flees.
For passing a combat check that has the Poison trait, Olenjack explores his location.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Banished.
Some nearby sailor bemoans the loss of his own weapon; having fallen to a similar fate as Olenjack's. Enora assures them both that she'll recover the weapons from the mechanisms when they resurface.
Olenjack discards Wayfinder to examine the top card of his location...
Ally 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Agna discards Blessing of Milani to bless twice.
Wisdom 11 (Bless*2, Maznar): 3d6 + 1d4 ⇒ (1, 5, 4) + (4) = 14 -> Pass.
Acquired.
Olenjack grumbles further when he returns to his seat, seeing an ugly, giant feathered bird creature nestling next to it. Whilst Maznar's... "pets" are undoubtedly invaluable to the mission, did he HAVE to bring them on board the cramped submersible vehicle with the crew? And why do they always choose to roost right next to Olenjack's chair!?
Olenjack discards Compass to explore again.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Combat: Olenjack reveals Venomous Heavy Crossbow +2 to use Dexterity +1d10+2.
Scenario Difficulty Increase (Merfolk Henchman): 1d10 ⇒ 8 -> Oof.
Olenjack reveals Embalming Fluid to add 2 and the Poison trait. Since the difficulty increase was so high...
Olenjack displays the allies Valet and Shy Ratani to his power to add 4 to his check.
Combat/Dexterity 21 (Embalming Fluid, Maznar, Olenjack*2): 1d8 + 4 + 1d10 + 2 + 2 + 1d4 + 4 ⇒ (6) + 4 + (5) + 2 + 2 + (1) + 4 = 24 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Wall of Fire from his deck.
Defeated.
Olenjack attempts to close the Mancatcher Cove by...summoning another Sea Devil!
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Combat: Olenjack reveals Venomous Heavy Crossbow +2 to use Dexterity +1d10+2.
Scenario Difficulty Increase (Merfolk Henchman): 1d10 ⇒ 4
Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
Just to be safe; Olenjack additionally discards Venomous Heavy Crossbow to add another 1d12.
Combat/Dexterity 17 (Embalming Fluid, Maznar, Venomous Heavy Crossbow discarded): 1d8 + 4 + 1d10 + 2 + 2 + 1d4 + 1d12 ⇒ (6) + 4 + (8) + 2 + 2 + (3) + (7) = 32 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Ederleigh Baines from his deck.
Defeated.
Mancatcher Cove closed!
Mancatcher Cove: Constitution 6 (Maznar): 1d6 + 1d4 ⇒ (5) + (1) = 6 -> No effect.
Jirelle pilots the team deeper into the nest of sea-devils, the craft performing flawlessly to strike at any attacking merfolk with beams of energy and physical strikes.
Olenjack ends his turn.
Eagle Aerie (Enora): Olenjack recharges Embalming Fluid to move himself with Maznar and Enora to Dagon's Jaws.
Olenjack resets his hand; first returning all allies displayed to his power back to it.
Hand: Splashbolt Crossbow, Steel Ibis Lamellar, Robe of Items, Shy Ratani, Valet, Albatross, Blessing of the Savored Sting, Blessing of Wadjet,
Displayed:
Deck: 9 Discard: 5 Buried: 5
Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 4
At the start of Maznar's turn; Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Embalming Fluid from his deck and discards. At least one was from his deck, so his deck is shuffled.
"
Hand: Splashbolt Crossbow, Steel Ibis Lamellar, Wayfinder, Compass, Embalming Fluid, Shy Ratani, Valet, Albatross, Blessing of the Savored Sting, Blessing of Wadjet,
Displayed:
Deck: 8 Discard: 4 Buried: 5
Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 4
NOTES:
Available Support: Splashbolt Crossbow - Freely Discard itself or Embalming Fluid to add 1d6 to a combat check (only use against the villain to win the game)
Wayfinder/Compass - Move and examine 2/1 cards atop a location. Use as often as you want.
Blessing of the Savored Sting - Add the largest of 1d4/1d6/1d8/1d10 to a check
Blessing of Wadjet - Add 2d8 to a check to acquire (only use against a level 5 boon)
Willing to Avenge.
Movement: Stay in place for guarding.
Other: I recommend that Maznar move with Enora over to the Fog Bank, leaving Olenjack here in case you encounter the villain so that Olenjack can temp-close the last location to win.Olenjack's temp-close may be botted as necessary (Reveal Splashbolt Crossbow, recharge Steel Ibis Lamellar, display all 3 allies and discard Blessing of the Savored Sting post-roll if needed).
Middle of Deck (Unknown Order): Wall of Fire, The Viper, Old Salt (2), Steal Soul, Sniper's Studded Leather, Ederleigh Baines, Blessing of Kofusachi, Old Salt
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +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 ☑ 8
Proficiencies:
[X] 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.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.
ADDITIONAL REWARDS:
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.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Agna discarded Blessing of Milani.
Maznar - Chthonicthul |
Off-turn: Recharge Blessing of the Green Faith for ZØlenjack check.
Turn 13: Maznar/Blessing of the Gods
SoT Fortitude 6 check to avoid burying a card: 1d8 + 2 ⇒ (8) + 2 = 10 No card burial
Move to Fog Bank with Enora
Explore Fog Bank Card #1: Krelloort
Move Krelloort to bottom of deck as per card power
Encounter Sea Devil Prince as per Krelloort power
As per Sea Devil Prince power, Enora needs to encounter Sea Devil first. Pausing for that.
Enora WotR-EmpTyger |
(During Olenjack's turn)
Recharging Byzantine Lexicon
(During Maznar's turn)
Summoning Sea Devil. Burying Binder's Tome. Sea Devil is evaded and banished
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
Having addressed the quartermaster's inquiry by providing some recently filed observational reports detailing the intricate selection methods by which albatrosses position their nests, I returned to counterspelling further merfolk attempts at summoning reinforcements.
Hand: Spellbook, Ice Chemist (reveal to add 1d4 to local Cold), Blessing of the Seventh Veil (bless/double bless if non-combat INT/CHA; recharge if top blessing is Sivanah), Chronicler, Magnetic Grimoire (reveal for +1d4 to local check invoking Acid/Cold/Electricity/Fire/Poison), Cloudburst,
Displayed: Eagle Aerie (display to allow any local character to recharge a card at end of any turn to move/banish to recovery to add 1d8 to local combat),
Deck: 10 Discard: 4 Buried: 1
Notes: Move Enora with Maznar. Use Eagle Aerie to avoid location effects!
Ask before using: Blessing of the Seventh Veil; Eagle Aerie for +1d8; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for villain/henchman/closing; Ice Chemist; Magnetic Grimoire; Eagle Aerie to move
Strength d6 [] +1
Dexterity d6 [] +1 [] +2
Constitution d4 [X] +1
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +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 [X] 7 [X] 8
When you attempt a check to acquire a spell ([X] or an item) ([X] or you attempt to defeat a barrier), 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 ([] or a boon that has the Book trait) to reduce Cold or Fire ([] or Acid, Electricity, or Force) damage dealt to you ([X] or to any character at your location) to 0.
[X] You may reveal a boon that has the Book trait to add 1d4 ([] +1) ([] +2) to your check.
[] At the start of your turn, you may recharge a boon that has the Book trait to examine the top 3 cards of your location deck, or recharge a spell to examine the top 3 cards of your deck. ([] Put them back in any order.)
Hero points: 7
Maznar - Chthonicthul |
(Turn 13 continued)
Maznar encounter Sea Devil Prince. It's literally possible for him to walk away holding perhaps one card, so I'll see this through.
DC increase #1: 1d12 ⇒ 11
DC increase #2: 1d10 ⇒ 2
Hmm, that makes the first roll a Combat 27. Not going to happen. Between this roll and the next, wipe hand.
Maznar finds himself facing a succession of sea devils that leave him battered and bleeding, lying on the deck in a pool of his own blood. The corpses of animal companions lay strewn about his inert form.
Reset hand and end turn.
Hand: Pearl of Wisdom, Control Weather, Ring of Regeneration, Blessing of Gorum 1, Blessing of Gorum 2, Charm Animal, Blessing of the Green Faith 2,
Displayed:
Deck: 6 Discard: 8 Buried: 0
Notes: Blessings as needed. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used 5.5, Scenario 5-4C: yep.
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [ ] +2 [ ] +3
Fortitude: Constitution +1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [X] +3 [X ] +4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ] +2
Favored Card Type: Blessing
Hand Size: 6 [X] +7
Proficient with: Light Armors [X] 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 [X] +2 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.
Add 1d6 to your check against a bane that has the Aberration or Undead trait.
[X] Reduce Poison damage dealt to you to zero.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
I'm assuming I can't reveal Ring of Regeneration to recharge a card from discard, since I drew it at reset.
Bury Charm Animal to draw animal ally: BR, can I get one?
Hand: Pearl of Wisdom, Control Weather, Ring of Regeneration, Blessing of Gorum 1, Blessing of Gorum 2, Blessing of the Green Faith 2, RANDOM ANIMAL FOR d4s,
Displayed:
Deck: 6 Discard: 8 Buried: 1
Notes: Blessings as needed. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used 5.5, Scenario 5-4C: yep.
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [ ] +2 [ ] +3
Fortitude: Constitution +1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [X] +3 [X ] +4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ] +2
Favored Card Type: Blessing
Hand Size: 6 [X] +7
Proficient with: Light Armors [X] 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 [X] +2 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.
Add 1d6 to your check against a bane that has the Aberration or Undead trait.
[X] Reduce Poison damage dealt to you to zero.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
BR Mork |
During This Adventure: 5-5: Arms of the Deep
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-5D: A Royal Request
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Animal
Aquatic
Elite
Check
Combat
18
Powers
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
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 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.
Monster 2
Traits
Animal
Aquatic
Swarm
Check
Combat
16
OR
Dexterity
Acrobatics
10
Powers
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Barrier 3
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
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
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 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Weapon 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
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 3
Traits
Knife
Melee
Piercing
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to your combat check.
Weapon 4
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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 3
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
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 4
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Armor 5
Traits
Shield
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 5
Traits
Shield
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 5
Traits
Heavy Armor
Magic
Aquatic
Check
Constitution
Fortitude
11
Powers
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Item 2
Traits
Object
Check
Wisdom
Perception
8
Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
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 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Item 5
Traits
Accessory
Magic
Swashbuckling
Check
Charisma
Diplomacy
13
Powers
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
Item B
Traits
Object
Magic
Check
Wisdom
7
Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
Ally 1
Traits
Half-Orc
Fighter
Pirate
Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Traits
Human
Cleric
Check
Charisma
Diplomacy
11
Powers
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Ally 4
Traits
Animal
Check
Wisdom
Survival
11
Powers
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Ally 1
Traits
Animal
Aquatic
Check
Wisdom
Survival
6
Powers
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Ally 3
Traits
Tengu
Smuggler
Check
Charisma
Diplomacy
9
Powers
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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 5
Traits
Divine
Norgorber
Check
Bury any card
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 acquire a boon.
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
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.
Turn: 14 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: 16
Blessings Deck
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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
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
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 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Olenjack,
Sharkskin Reef
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Weapon 4
Traits
Firearm
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Ally 4
Traits
Half-Elf
Druid
Captain
Pirate
Check
Wisdom
Perception
8
THEN
Charisma
Diplomacy
11
Powers
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Henchman Monster 2
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
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.
Gozreh's Flow
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Torture Pit
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Agna, Jirelle
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:2 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Enora, Maznar,
Notes: Resist Energy, Krelloort
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.
Spell 3
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
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.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Villain Monster 2
Traits
Merfolk
Aquatic
Mutant
Check
Combat
16
THEN
Combat
18
Powers
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Dagon's Jaws 2
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Agna - WilderRedbeard |
Off turn: Jirelle's turn - Recharge Invigorating Kukri +1 to recharge a random discarded card: Blessing of Kelizandri, discard Blessing of Milani.
Start of turn: Hour of the Gods.
Location SoT check, revealing Reed Mocassin for 1d4+2 and Seaborne Trident +1 for 1d4
Constitution 10: 1d6 + 2d4 + 2 ⇒ (6) + (4, 3) + 2 = 15 success
Move with Jirelle to Fog Bank
The underwater current grabs Agna launches her toward a particularly sharp looking set of shoals. With the strength of her mocassin, the two narrowly escape disaster and head back toward the ship.
Free explore of card #1:
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.
Recharge Reed Mocassin to explore next card:
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Intelligence 11: 3d4 + 2 ⇒ (1, 1, 4) + 2 = 8 failed, banished
Recharge Monkey to explore card #3:
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Reveal Seaborne Trident +1, Maznar reveals an Animal, request Blessing of Gorum from Maznar
Combat 20: 3d10 + 5 + 1d8 + 1 + 1d4 ⇒ (10, 10, 7) + 5 + (7) + 1 + (3) = 43 defeated & banished
Feeling the rush of exhileration after narrowly escaping calamity, Agna can't help but feel Gozreh's blessing. As she heads toward the ship, she sees the tentacles of the Octopus Apparatus firing freezing blasts into the gloom of the depths. She rushes to the aide of the crew and discovers a giant sea anemone attempting to entangle the octopus. Agna drives her trident into the heart of the creature and it releases them to continue their quest.
End turn and reset hand.
Hand: Huntsman's Greatsword +2, Seaborne Trident +1, Masterwork Tools, Blessing of Milani 1, Blessing of Abadar, Blessing of Gozreh (acquired),
Displayed:
Deck: 11 Discard: 4 Buried: 0
Current Location: Fog Bank
Hero Points Available/Used: 6/1
NOTES:
Available Support: Blessings available.
Other: Dice Re-Roll Used for 5-5C?: N
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
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
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 ( [ X ] +1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ( [ X ] or bottom) card of your location deck.
You may reveal an ally that has the Animal trait to add 1d4 ( [ X ] +1)( ☐+2) to your check.