Enora WotR-EmpTyger |
Blessing 1: Asmodeus o'clock
Exploring Fog Bank 4: Mercenary
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Banishing Cloudburst to recovery, revealing Magnetic Grimoire, revealing Book. Maznar reveals Animal
Combat 10+5=15: 1d12 + 5 + 3d6 + 1d4 + 1d4 + 1d4 ⇒ (8) + 5 + (2, 6, 5) + (1) + (4) + (1) = 32
Mercenary is banished
Discarding Blessing of the Seventh Veil to explore Fog Bank 5: Resist Energy
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.
Revealing Chronicler by revealing Book, revealing Spellbook, revealing Book, using Blessing of the Seventh Veil. Maznar reveals Animal
Knowledge 10: 2d12 + 7 + 1d6 + 1d4 + 1d4 + 1d4 ⇒ (9, 7) + 7 + (3) + (3) + (2) + (1) = 32
Resist Energy is acquired. Displaying Resist Energy
Ending turn. Recovery: Revealing Spellbook, revealing Book. Maznar reveals Animal
Arcane 13: 1d12 + 5 + 1d4 + 1d4 + 1d4 ⇒ (4) + 5 + (4) + (4) + (1) = 18
Cloudburst is recharged. Revealing Spellbook, revealing Book. Maznar reveals Animal
Arcane 12: 1d12 + 5 + 1d4 + 1d4 + 1d4 ⇒ (7) + 5 + (4) + (3) + (2) = 21
Resist Energy is recharged. Resetting hand
(At the start of Jirelle's turn)
Displaying Summon Hellhounds at Fog Bank
Revealing and recharging Haneilius Fitch to heal Blessing of Qi Zhong
Recharging Vampire Bats to examine Fog Bank 6: Krelloort
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.
Krelloort is shuffled back into Fog Bank. Blessing of Pharasma is healed
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
While the arrival of the merfolk's mercenary guard could not be counterspelled, the static discharge built up from the earlier dragon and eel attacks (see: "Underwater Conductivity") did remove their presence and protection. Activating an elemental resistance to reinforce the hull (see: "The Vigilance of Sorcerer-Captain Veda") while my famililar monitored for the reemergence of the merfolk mutant from the thickened fog, I abandoned my battlestation for the aerie summoning chamber, which being overloaded to force out the summoning of what I expect to be hellhoundfish to support the captain in clearing out the vestiges of the fog, I preemptively applied a tincture of Haneilius's intended to provide better oxygen absorption in smoky environs should the modifications not have worked out irregularly.
Hand: Spellbook, Ice Chemist (reveal to add 1d4 to local Cold),
Displayed: Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move), Summon Hellhounds (display at Enora's location for 2d6 and Fire to local combat until end of Enora's next turn),Vampire Bat, Chronicler, Life Drain, Magnetic Grimoire (reveal for +1d4 to local check invoking Acid/Cold/Electricity/Fire/Poison),Haneilius Fitch,
Deck: 128Discard: 35Buried: 1
Notes: Move Enora with Maznar. Use Eagle Aerie to avoid location effects! Enora would like to take a combat check with Life Drain if possilble.
"Ask before using:
"
Can use without asking: Ice Chemist; Magnetic Grimoire; Eagle Aerie; 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 |
Off-turn: discard Blessing of Gorum 1 for Agna check
Hand: Pearl of Wisdom, Control Weather, Ring of Regeneration, Blessing of Gorum 2, Blessing of the Green Faith 2, Pterandon (acquired),
Displayed:
Deck: 6 Discard: 9 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 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 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 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
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 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.
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 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 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.
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 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Weapon B
Traits
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.
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.
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 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 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 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.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
3
Powers
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Spell 3
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 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.
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 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 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
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.
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
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
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
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 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Ally 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 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 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 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 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 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.
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 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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 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: 16 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: 14
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
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
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
Located here: Olenjack,
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
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Enora, Maznar, Agna, 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.
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 |
Hour of the Gods. Use playmat power to cycle Masterwork Tools into Councilor's Ring. Stay at Fog Bank and explore. Botting Olenjack's guard per his Notes: "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)."
Olenjack Guard vs Vrykolakas: Reveal Splashbolt Crossbow, recharge Steel Ibis Lamellar, display 3 allies. 1E reward adds 1d4. Combat 20: 1d8 + 1d10 + 4 + 1d6 + 6 + 1d4 ⇒ (4) + (2) + 4 + (2) + 6 + (2) = 20 Good enough. Olenjack is immune to the Poison damage on defeat. Dagon's Jaws is guarded.
Stabby time for Krelloort: Check 1 DC increase: 1d12 + 1d10 ⇒ (8) + (7) = 15 Amazing. Reveal Brine's Sting and Evangelist. Bury Councilor's Ring. Maznar reveals animal. Summon Hellhounds adds 2d6 and Fire. Combat 16+15=31: 1d10 + 2d4 + 9 + 1d20 + 1d4 + 2d6 + 1d4 ⇒ (5) + (2, 1) + 9 + (20) + (1) + (6, 5) + (1) = 50 Enora discards a card from the top of her deck. Check 2 DC increase: 1d12 + 1d10 ⇒ (11) + (10) = 21 Even better! Reveal and additionally discard Brine's Sting. Recharge Evangelist. Maznar reveals animal. Summon Hellhounds adds 2d6 and Fire. Enora reveals Magnetic Grimoire. Discard Blessing of the Vaultmaster. Combat 18+21=39: 2d10 + 4d4 + 8 + 1d4 + 1d4 + 2d6 + 1d4 ⇒ (6, 2) + (3, 3, 2, 1) + 8 + (1) + (2) + (3, 6) + (4) = 41 Enora discards 2 cards from the top of her deck. We win.
May post flavor later, out of time right now.
BR Mork |
DEVELOPMENT:
"Victory!” the fishfolk cry in unison, though in Aquan it sounds a little more like the sound of tongues striking lips. You and your metal octopus were able to tip the balance in the fishfolk’s favor. The sea devils are retreating back into the darkness of the trench.
“After them!” you shout.
You push your craft in pursuit. Fishfolk soldiers cheer you on as you swoop past them deeper into the trench. The sea devils aren’t getting away that easily! Onward, you command your strange vessel, to the bottom of the sea!
SCENARIO REWARD:
TIER REWARD:
ACQUIRED CARDS:
Weapon 2 Dagger Pistol +1
Weapon 3 Navigator Musket +1
Weapon 4 Spellsword +2
Spell 4 Resist Energy
Spell 3 Wall of Fire
Armor 3 Sniper's Studded Leather
Item B Topaz of Strength
Item 2 Wand of Flame
Ally 5 Albatross
Ally 3 Haneilius Fitch
Ally 4 Lady Cerise Bloodmourn
Ally B Old Salt
Ally 4 Pteranodon
Ally 4 Sefina
Blessing C Blessing of Cayden Cailean
Blessing B Blessing of Gozreh
Blessing B Blessing of the Gods
Blessing B Blessing of the Gods
BR Mork |
5-5E: GET KRAKEN!
The light rapidly fades as you go deeper into the trench. Just as you find yourself surrounded by inky darkness, lights on your metal octopus wink on, but the illumination they provide grants only a small field of view. Suddenly, there’s a loud thud. The entire craft shakes violently, jarring you from your seat. Through the craft’s window, a gigantic eye comes into view. It seems you’ve found the reason the sea devils were pushing out of the trench.
An immense cylindrical body extends into the darkness, where you can just make out an enormous mass of squidlike tentacles. But this is no squid. Squid are a lot smaller, and they don’t have that gleam of fell intellect lurking behind their eyes. This is a kraken. One that seems to want to crack your mechanical octopus open and devour you whole.
“Turn, turn!” you shout at the apparatus, but it is really no good at that, not even a little. The many legs of the vehicle collapse into each other, wedging themselves into the ocean floor.
You need to get out of this metal death trap, and then you need to fight a kraken. In the dark. Without wasting any time, you begin releasing the clasps and seals around the entrance to the apparatus, tightly gripping the magical pearls that will allow you to survive underwater, if the kraken doesn’t kill you. Seconds later, the kraken crushes the vehicle with powerful tentacles, casting aside the torn shards of metal as it notices you just a few yards away. The beast opens its maw and surges forth, ready to eat you in one gulp!
VILLAIN:
KRAKEN MAW
HENCHMEN:
KRAKEN TENTACLES
LOCATIONS:
1 GANNET ISLAND
1 RAKER SHOALS
1 SHIPWRECK GRAVEYARD
2 TEMPEST CAY
3 GOZREH’S FLOW
4 DAGON’S JAWS
5 FOG BANK
6 FRINGES OF THE EYE
DURING THIS SCENARIO:
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile.
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: 5-5E: Get Kraken!
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.
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile.
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
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 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 5
Traits
Outsider
Check
Combat
20
Powers
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
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.
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 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 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
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 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier 4
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.
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.
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
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 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 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.
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 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 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 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 4
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
13
Powers
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
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.
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 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 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
Charisma
7
Powers
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
Item 4
Traits
Object
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
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 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.
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 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
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 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 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.
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
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn: 0
Blessings Remaining: 0
Blessings Deck
Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:
Notes: Pearl of the Sirines displayed.
Ship anchored here.
Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:
Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:
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 ?:
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 ?:
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 ?:
Maznar - Chthonicthul |
No loot swap for Maznar. Taking the extra card draws.
Hand: Blessing of Gozreh, Blessing of Gorum 2, Pearl of Wisdom, Cure, Control Weather, Seaborne Trident +1, Blessing of Gorum 1, Bear, Blessing of Ketephys,
Displayed:
Deck: 11 Discard: 0 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 5-4E: Not yet.
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
Enora WotR-EmpTyger |
Gaining Hero Point
Upgrading Spell 3 Volcanic Storm into Spell 4 Acid Rain
Replacing Ally 4 Ice Chemist with Loot Ally 2 Rekkish
Drawing 2 cards
(At the start of Olenjack’s turn)
Displaying Eagle Aerie
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
Ollyzorus has been delegated to the ballasts, where the acidic outflow of water needed constant monitoring, when Rekkish arrived at the tentacle battlestation relaying the command to unleash the summoned eaglefish for an immediate exit.
Hand: Rekkish, Chronicler, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA),
Displayed: Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move),Eagle Aerie, Blessing of Pharasma (bless/double bless if spell is cast), Blessing of Qi Zhong (bless; recharge if top blessing acquires with WIS), Cloudburst, Fire Snake, 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),
Deck: 11 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of Pharasma; Blessing of Qi Zhong; Eagle Aerie for +1d8
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for villain/henchman/closing; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Binder's Tome; Magnetic Grimoire; Coordinated Blast; Eagle Aerie for movement
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: 8
Agna - WilderRedbeard |
Moose swapped in for Giant Badger (it's an underwater-type Moose).
Monkey (loot) swapped in for Vicious Double Axe +1.
Start with everyone at Raker Shoals.
Hand: Huntsman's Greatsword +2, Invigorating Kukri +1, Angelstep, Masterwork Tools, Lizard, Blessing of Gorum 2,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Raker Shoals
Hero Points Available/Used: 7/1
NOTES:
Available Support: Blessings available. Angelstep available for early 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.
Olenjack, the Measured |
LOOT: Old Salt (2) -> Ederleigh Baines
LOOT: Alchemical Cartridges -> Totem Necklace
LOOT: Liquid Blade -> Immortal Dreamstone
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: Splashbolt Crossbow, Delve, Robe of Items, Totem Necklace, Embalming Fluid, Shy Ratani, Ederleigh Baines, The Viper, Blessing of Wadjet, Blessing of Kofusachi,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 5
NOTES:
Other: I have a large quantity of explorations in hand (thanks to Robe of Items and The Viper) and good anti-barrier skills at the moment; which location should I try to close first? I'm thinking the Raker Shoals, both to get local benefits from the team but also to simplify the Pearl of Sirines movement later (since otherwise it might end up at a closed location where people won't want to move to).I request someone (Jirelle by default) draws Pearl of Sirines when I start my turn, though I'll have it re-displayed before I end my turn.
The start-of-turn effect serves to make repairing the ship - or handing off cards like Delve to Agna - harder, but I think I may just get around that by searching out and using Compass right after my start-of-turn.
Middle of Deck (Unknown Order): Old Salt, Immortal Dreamstone, Forensic Physician, Venomous Heavy Crossbow +2, Blessing of the Savored Sting, Wayfinder, Steel Ibis Lamellar, Valet, Compass, Lucky Rifle +2, Steal Soul
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.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
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.
skizzerz - Jirelle |
Regular loot (Blessing of Besmara, Brine's Sting) -- I'm always taking these every scenario unless otherwise noted.
Hand: Emerald of Dexterity, Evangelist, Brine's Sting (Loot), Blessing of the Vaultmaster, Fortune-Teller, Fencer, Diviner's Blight, Vizier,
Displayed:
Deck: 13 Discard: 0 Buried: 0
"Notes: Blessings available, if any. Fencer available.
5-5E: 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).
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: 5-5E: Get Kraken!
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.
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile.
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 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 5
Traits
Troll
Aquatic
Check
Combat
20
Powers
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
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 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 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.
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 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 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 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.
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
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.
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 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
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.
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
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 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
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
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.
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 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
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 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
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 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
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 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 1
Traits
Tool
Check
Wisdom
Survival
7
Powers
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
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.
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 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 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 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 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 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
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
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
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.
Turn: 1 Olenjack/Yewstance
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: 29
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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 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
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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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
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
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 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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 C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
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.
Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
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.
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.
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.
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
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.
Villain Monster 5
Traits
Animal
Aquatic
Check
Strength Melee Constitution Fortitude
8
THEN
Combat
30
Powers
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.
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 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.
Monster 5
Traits
Outsider
Check
Combat
20
Powers
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
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.
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Agna, Enora, Jirelle, Olenjack, Maznar
Notes: Ship anchored.
Pearl of the Sirines displayed
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
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.
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.
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.
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.
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
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
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.
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.
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.
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.
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.
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 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.
Item 4
Traits
Object
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1
Ally 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.
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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.
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.
Spell 2
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
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.
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.
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.
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 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 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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 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 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
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.
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
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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.
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.
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.
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
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier 4
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 5
Traits
Elf
Cultist
Check
Combat
19
Powers
If undefeated, discard the top 1d4 cards of the blessings deck.
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.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 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
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.
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:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
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.
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.
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 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.
Olenjack, the Measured |
Olenjack starts his turn.
Blessing of the Gods discarded from the blessings deck.
Jirelle draws Pearl of the Sirines.
Scenario: Olenjack automatically fails the start-of-turn check; Olenjack randomly moves to 1d7 ⇒ 3 Tempest Cay.
Scenario: 1d4 ⇒ 3 -> Olenjack randomly discards Totem Necklace.
Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Immortal Dreamstone from his deck; his deck is shuffled.
Olenjack banishes Immortal Dreamstone to draw 3 random allies...
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 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 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.
Olenjack recharges Wayfinder to move to the Raker Shoals, then examine the top 2 cards of his location...
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
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.
Move step: Olenjack attempts to repair the ship.
Olenjack displays the ally Arronax Endymion to his power to add 2 to his check.
Apparatus of the Octopus: Arcane 6 (Maznar, Olenjack): 2d4 + 2 ⇒ (2, 3) + 2 = 7 -> Pass.
Repaired!
Olenjack swims desperately for some semblance of safety - he dives and kicks wildly seconds before a colossal tentacle slams against him and everything goes dark.
Seconds later his eyes shoot open. His entire body feels bruised - he gasps in pain and instantly begins to choke, gag and panic. The pearl! He thrashes, his hands frantically searching through his waterproof, magical coat as he drowns painfully until they suddenly grip a small, round orb and all at once his lungs feel mercifully clear and he takes lungfuls of magic-provided air.
He knew there was a reason he'd swiped a spare pearl to stash in his coat for emergencies. Captain Jirelle may be displeased to find that they had crewed one less sailor in their underwater vessel as a result of Olenjack claiming two pearls for his own personal use, but she doesn't need to know how many were found precisely as he continues to feed her ever-so-slightly misleading reports. The perks of being Quartermaster.
Olenjack looks around - he's been flung to an even darker part of the trenches, but the Kraken isn't anywhere nearby, nor the rest of the crew. He does, however, see the slowly-sinking wreckage of their underwater Apparatus - and seized with inspiration - he swims after it as fast as he can. Enora had mentioned she'd constructed some kind of magical redundant systems for the ship, and had boasted that the thing could still propel itself even in the event of catastrophic depressurization or complete hull breaches, at least for a couple of hours.
Olenjack catches up to the sinking ship; swimming inside one of the vast hull breaches and - hoping that the Arcanist is as good with submersible vessels as she is with firearms and spells - fiddles with Enora's added components, surrounded by odd sigils and marks. He jabs at controls largely at random, awkwardly in the underwater, fast-dropping vessel, before a series of magical lights suddenly surge along the spine and tentacles of the device, and the ship begins to rise despite its incredible damage.
Whilst little more than a skeleton; the Apparatus still has some fight left in it! Olenjack does his best to leverage the odd controls, piloting the vessel upwards to rejoin the fray as he clutches his spare Pearl tight!
Full turn to come... (I haven't even properly started my turn; but so much went on and so much changed in my hand it seems fitting to at least end my first post here and put out a hand update.)
Hand: Splashbolt Crossbow, Delve, Compass, Embalming Fluid, Shy Ratani, Ederleigh Baines, The Viper, Blessing of Wadjet, Blessing of Kofusachi, Dindreann, Old Salt (2),
Displayed: Arronax Endymion,
Deck: 9 Discard: 2 Buried: 0
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 5
Olenjack, the Measured |
Olenjack moves to the Shipwreck Graveyard, then takes his free exploration.
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.
Acquired.
Olenjack discards Compass to explore again.
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.
Ederleigh Banes: 1d6 ⇒ 3 -> No effect.
Olenjack recharges The Viper to exchange Embalming Fluid in his hand with Robe of Items from his discards.
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.
Olenjack discards Dindreann to examine the top card of his 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.
Dexterity 9 (Blessing of Wadjet): 1d8 + 4 + 1d4 ⇒ (5) + 4 + (1) = 10 -> Pass.
Acquired.
Olenjack uses the Adventure 5-1 Reward and buries Dagger Pistol +1 to pseudo-heal himself.
5-1 Reward: 1d4 ⇒ 2 -> Olenjack recharges 2 random cards (Dindreann, Robe of Items) from his discard pile.
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 Totem Necklace from his deck and discards. At least one was from his deck, so his deck is shuffled.
Olenjack discards Shy Ratani to explore his location, adding 1d8 to checks to acquire and giving him the ability to evade any encountered bane.
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.
Ederleigh Banes: 1d6 ⇒ 2 -> No effect.
Pirate Entertainments: Plunder: 1d6 ⇒ 6 -> Olenjack will add an Ally Plunder to his hand...
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.
Olenjack discards Wayfinder to examine the top card of his location...
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.
Shipwreck Graveyard Card #: 1d6 + 4 ⇒ (4) + 4 = 8
Item 4
Traits
Object
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Banished.
PAUSING TURN.
"
Hand: Splashbolt Crossbow, Besmaran Vestments, Embalming Fluid, Totem Necklace, Compass, Ederleigh Baines, Old Salt (2), Merrill Pegsworthy, Blessing of Wadjet, Blessing of Kofusachi,
Displayed: Arronax Endymion,
Deck: 10 Discard: 3 Buried: 1
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 5
NOTES:
Other: Turn paused - I'm certain I can finish this location in my turn (if the henchman/villain isn't too strong); then I will use Compass to move back to Raker Shoals, accept a heal from Agna (if willing) and end my turn there so the Pearl of the Sirines location doesn't cause any issues.
Middle of Deck (Unknown Order): Venomous Heavy Crossbow +2, Valet, Old Salt, Lucky Rifle +2, The Viper, Steel Ibis Lamellar, Steal Soul, Dindreann, Blessing of the Savored Sting, Forensic Physician
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.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
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.
Olenjack, the Measured |
Continuing Turn.
Olenjack discards Merrill Pegsworthy to explore again.
Shipwreck Graveyard Card # (8 = 10): 1d5 + 4 ⇒ (1) + 4 = 5
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.
Intelligence 11 (Blessing of Wadjet): 1d8 + 1d4 ⇒ (5) + (3) = 8 -> Fail.
Banished.
Olenjack discards Ederleigh Baines to explore again.
Shipwreck Graveyard Card # (8 = 10): 1d4 + 5 ⇒ (1) + 5 = 6
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.
Olenjack reveals Splashbolt Crossbow for combat, revealing Embalming Fluid to add 2 and the poison trait.
Request that Maznar recharge Blessing of Ketephys to bless.
Combat/Dexterity 17 (Blessed, Embalming Fluid, AD4 Reward): 2d8 + 4 + 1d10 + 2 + 1d4 ⇒ (2, 2) + 4 + (9) + 2 + (2) = 21 -> 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 the Savored Sting from his deck.
Defeated.
For passing a combat check that has the Poison trait, Olenjack explores his location.
Shipwreck Graveyard Card # (8 = 10): 1d3 + 6 ⇒ (2) + 6 = 8
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.
BA: Ignored.
Olenjack reveals Splashbolt Crossbow for combat, revealing Embalming Fluid to add 2 and the poison trait.
Jirelle displays Pearl of the Sirines at the Shipwreck Graveyard.
Combat/Dexterity 11 (Embalming Fluid, Pearl of the Sirines): 1d8 + 4 + 1d10 + 2 + 1d4 ⇒ (4) + 4 + (8) + 2 + (1) = 19 -> 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 The Viper from his deck.
Defeated.
For passing a combat check that has the Poison trait, Olenjack explores his location.
Shipwreck Graveyard Card # (8 = 9): 1d2 + 6 ⇒ (2) + 6 = 8
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
BA: The ship suffers 1d4 ⇒ 4 Structural Damage. Ow. Jirelle decreases damage by 1, but I'm afraid I request that other players discard cards for the 3 structural damage; I'll need my hand to safely defeat this henchman and close the location.
BA Check: Autofail; Olenjack suffers 1d4 ⇒ 2 Combat Damage, and buries Besmaran Vestments to reduce Combat damage suffered to 0. Olenjack discards Valet from his deck.
Olenjack reveals Splashbolt Crossbow for combat, additionally recharging it to add 1d6 and the Poison Trait, then revealing Embalming Fluid to add 2 and the poison trait.
Olenjack discards Totem Necklace to bless his check against an Aquatic monster.
Combat/Dexterity 24 (Blessed, Splashbolt Crossbow, Embalming Fluid, Pearl of the Sirines): 2d8 + 4 + 1d10 + 1d6 + 2 + 1d4 ⇒ (1, 2) + 4 + (9) + (3) + 2 + (4) = 25 -> 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 Dindreann from his deck.
Defeated; Olenjack attempts to close the Shipwreck Graveyard...
Shipwreck Graveyard: Plunder: 1d6 ⇒ 2 -> Olenjack summons the random Spell...
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.
Intelligence 11 (Blessing of Wadjet, Old Salt): 3d8 + 5 ⇒ (1, 8, 3) + 5 = 17 -> Pass.
Acquired. Shipwreck Graveyard closed!
Shipwreck Graveyard Structural Damage: 1d4 ⇒ 4 -> Argh! Jirelle reduces it to 3, Olenjack discards Wall of Fire and Embalming Fluid for Structural damage, so someone else still needs to discard 1 card to reduce it to 0.
Olenjack draws Pearl of the Sirines when the Shipwreck Graveyard closes.
Olenjack recharges Compass to move to the Raker Shoals.
Olenjack displays Pearl of the Sirines at the Raker Shoals.
Olenjack ends his turn.
Olenjack resets his hand; first returning all allies displayed to his power back to it.
No more flavour for this turn.
Hand: Lucky Rifle +2, Venomous Heavy Crossbow +2, Steal Soul, Steel Ibis Lamellar, Arronax Endymion, Forensic Physician, Old Salt, Blessing of Kofusachi,
Displayed:
Deck: 6 Discard: 10 Buried: 2
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 5
On Maznar's turn...
Olenjack reveals Forensic Physician to heal himself for 1d4 + 1 ⇒ (4) + 1 = 5.
Olenjack is healed for 5: (Totem Necklace, Shy Ratani, Merrill Pegsworthy, Ederleigh Baines, Blessing of Wadjet). Deck shuffled.
Forensic Physician is discarded.
Maznar or Agna use Cure/Angelstep respectively (in my opinion, Maznar using his Cure makes more sense, since Angelstep doesn't 'fill' a hand slot, per se) to heal Olenjack for 1d4 + 1 ⇒ (4) + 1 = 5.
Olenjack is healed for 5: (Wayfinder, Forensic Physician, Wall of Fire, Embalming Fluid, Valet). Deck shuffled.
WOW.
Wow.
So, I hit max Structural Damage twice, but - amazingly enough - I also hit max for healing twice, healing 10 cards... and the one card left in my discards is Robe of Items, which is also the sole card I particularly wanted healed so I could search it out with my Blessing. Ooof.
Still, I really can't complain about Heal 10!
"
Hand: Lucky Rifle +2, Venomous Heavy Crossbow +2, Steal Soul, Steel Ibis Lamellar, Arronax Endymion, Old Salt, Blessing of Kofusachi,
Displayed:
Deck: 16 Discard: 1 Buried: 2
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 5
NOTES:
Available Support: Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check after the roll
Other: If the hour has a Constitution check to acquire; Olenjack will recharge Blessing of Kofusachi to search and draw Embalming Fluid from his deck.Olenjack will draw Pearl of Sirines at the start of every turn he can, and will display it wherever/whenever it's needed before the end of each turn. (That removes any possibility of a player being stuck in the wrong location due to Gozreh's Flow.)
If anyone has a weak healing effect; I'd appreciate it to get my Robe of Items back in circulation. But healing me when I have almost no discards seems like a waste, so it's not a priority.
Middle of Deck (Unknown Order): Valet, Shy Ratani, Blessing of Wadjet, Old Salt (2), Blessing of the Savored Sting, Totem Necklace, Wall of Fire, Compass, The Viper, Merrill Pegsworthy, Wayfinder, Splashbolt Crossbow, Dindreann, Ederleigh Baines, Embalming Fluid, Forensic Physician
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.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
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.
The ship was repaired.
Maznar recharges Blessing of Ketephys.
The party (besides Olenjack) discards cards to 3 Structural Damage.
The party then discards cards to 1 Structural Damage.
[Maznar or Agna used Cure or Angelstep (respectively) on Olenjack.
Shipwreck Graveyard is closed, an Ally 5 was acquired, and failing the check against Ambush on top of the Raker Shoals will instantly encounter the henchman/villain in the location.
However, the Henchman does have an AoE before-acting power, so be careful.
Maznar - Chthonicthul |
Off-turn: recharge Blessing of Ketephys for Olenjack check.
Off-turn: discard Seaborne Trident +1 for structural damage. I think I'm going to go full support for now, and that's one of two cards in hand that don't directly benefit others. I'd better save Pearl of Wisdom in case of a nasty surprise.
Off-turn: discard Cure to heal Olenjack.
Divine 8 to recharge Cure, revealing Bear: 1d10 + 7 + 1d4 ⇒ (1) + 7 + (4) = 12 Recharged.
Turn 2: Maznar/Blessing of the Gods
SoT Fortitude 11 check, revealing Bear and discarding Blessing of Gorum 1: 1d8 + 2 + 1d4 + 1d8 ⇒ (7) + 2 + (4) + (3) = 16 Ah, didn't need the Blessing! Oh well.
When the ship was smashed by the kraken, Maznar had quickly called on the Green to help him breather underwater and resist the effects of being so deep in the turgid waters. He cast about for his companions, but the only one he could find was the bear that had been tagging along for what seemed months now. The bear was clearly drowning, so without a second thought, Maznar brought his face to its muzzle and breathed the precious air provided by the Green to it. In this awkward way, the two survive until they find the ship oince again, now somehow repaired by Olenjack. Maznar frantically pops the hatch, and druid and bear enter, dripping... and very likely soon to die by kraken tentacle.
Reset hand and end turn.
Hand: Blessing of Gozreh, Blessing of Gorum 2, Pearl of Wisdom, Bear, Control Weather, Blessing of the Green Faith 1, Holy Stone,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Control Weather is available if someone needs it. 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 5-4E: not yet.
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: 5-5E: Get Kraken!
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.
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile.
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 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
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
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 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.
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 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 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 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
Skirmish
Veteran
Check
Strength
Melee
Dexterity
5
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Weapon 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 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 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 B
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 2
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
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 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
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.
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.
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 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 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 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.
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 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 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 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 B
Traits
Object
Magic
Check
Constitution
7
Powers
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
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
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 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 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 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
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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: 3 Agna/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Asmodeus
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.
Blessings Remaining: 27
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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
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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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
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
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 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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 C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
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.
Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
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.
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.
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.
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
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.
Villain Monster 5
Traits
Animal
Aquatic
Check
Strength Melee Constitution Fortitude
8
THEN
Combat
30
Powers
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.
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 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.
Monster 5
Traits
Outsider
Check
Combat
20
Powers
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
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.
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Olenjack, Agna, Enora, Jirelle, Maznar
Notes: Ship anchored.
Pearl of the Sirines displayed
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
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.
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.
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.
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.
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
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Shipwreck Graveyard
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
Notes:
Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1
Ally 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.
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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.
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.
Spell 2
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
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.
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.
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.
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 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 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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 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 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
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.
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
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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.
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.
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.
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
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier 4
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 5
Traits
Elf
Cultist
Check
Combat
19
Powers
If undefeated, discard the top 1d4 cards of the blessings deck.
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.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 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
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.
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:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
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.
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.
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 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.
Enora WotR-EmpTyger |
(During Olenjack’s turn)
Discarding Coordinated Blast, Blessing of Pharasma for 2 Structural damage
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
The emergency protocols having been initiated most timely by Olenjack, only minor arcane alloying and repressurization required my attention to restore structural integrity to the dorsal-starboard hull.
Hand: Rekkish, Chronicler, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Blessing of Qi Zhong (bless; recharge if top blessing acquires with WIS), Cloudburst, Fire Snake, Magnetic Grimoire (reveal for +1d4 to local check invoking Acid/Cold/Electricity/Fire/Poison),
Displayed: Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move),
Deck: 11 Discard: 2 Buried: 0
Notes:
Ask before using: Blessing of Qi Zhong; Eagle Aerie for +1d8
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for villain/henchman/closing; Blessing for repairing; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Binder's Tome; Magnetic Grimoire; Eagle Aerie for movement
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: 8
Agna - WilderRedbeard |
Off turn: During Olenjack's turn, discard Ivigorating Kukri +1 for structural damage.
[ooc]Start of turn: Hour of Asmodeus
Reveal Animal for SoT check: SoT Melee 11: 1d10 + 5 + 1d4 + 2 ⇒ (6) + 5 + (1) + 2 = 14 success
Jirelle blocks SoT structural damage from location.
Move to Gozreh's Flow
Free explore:
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.
Reveal [b]Huntsman's Greatsword and Animal
Combat 22: 1d10 + 5 + 2d6 + 2 + 1d4 + 2 ⇒ (4) + 5 + (4, 4) + 2 + (3) + 2 = 24 defeated & banished
Discard Blessing of Gorum to explore card #2:
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.
Combat 19: 1d10 + 5 + 2d6 + 2 + 1d4 + 2 ⇒ (10) + 5 + (4, 3) + 2 + (3) + 2 = 29 defeated & banished
End turn and reset hand, revealing Angelstep for +1 hand size.
Hand: Huntsman's Greatsword +2, Seaborne Trident +1, Angelstep, Masterwork Tools, Lizard, Thylacine, Blessing of Milani 2,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: Gozreh's Flow
Hero Points Available/Used: 7/1
NOTES:
Available Support: Blessing available. Angelstep available for early heal.
Other: Dice Re-Roll Used for 5-5E?: 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: Potion of the Ocean
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.
(Enora's turn)
Blessing 1: Gods o'clock
Raker Shoals: Jirelle prevents 1 Structural damage
Revealing Book. Maznar reveals Animal
STR 11: 1d6 + 1d4 + 1d4 ⇒ (3) + (4) + (4) = 11
Moving to Gozreh's Flow
Exploring Gozreh's Flow 3: Potion of the Ocean
Revealing Chronicler by revealing Book, revealing Book
Knowledge 9: 1d12 + 7 + 1d6 + 1d4 ⇒ (4) + 7 + (1) + (2) = 14
Potion of the Ocean is acquired
Revealing and discarding Blessing of Qi Zhong to heal Blessing of Pharasma and explore Gozreh's Flow 4: Kraken Tentacle
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Banishing Cloudburst to recovery. Agna must make a STR/Melee/CON/Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of her deck
Using Cloudburst, revealing Binder's Tome, revealing Book
Combat 24: 1d12 + 5 + 3d6 + 1d4 + 1d4 ⇒ (11) + 5 + (5, 1, 5) + (4) + (1) = 32
Coordinated Blast is recharged. Kraken Tentacle is banished.
Closing Gozreh's Flow: Banishing Fire Snake to recovery to use Arcane, revealing Magnetic Grimoire, revealing Book
Arcane 7: 1d12 + 5 + 1d4 + 1d4 ⇒ (10) + 5 + (2) + (2) = 19
Gozreh's Flow is closed.
Random other location: 1d8 ⇒ 8
Moving to Dagon’s Jaws 2. Agna moves to Dagon's Jaws 2.
Ending turn. Recharging Magnetic Grimoire to move to Raker Shoals.
Revealing Rekkish to recharge Blessing of the Qi Zhong and shuffle Rekkish into deck.
Recovery: Revealing Magnetic Grimoire, revealing Book. Maznar reveals Animal
Arcane 13: 1d12 + 5 + 1d4 + 1d4 + 1d4 ⇒ (10) + 5 + (3) + (3) + (2) = 23
Cloudburst is recharged. Revealing Magnetic Grimoire, revealing Book. Maznar reveals Animal
Arcane 8: 1d12 + 5 + 1d4 + 1d4 + 1d4 ⇒ (2) + 5 + (2) + (4) + (4) = 17
Fire Snake is recharged. Resetting hand
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
Recognizing from Agna's scouting report a powerful potion of oceanic control (see: "Agallvah and the Saltwater Elixir"), I endeavored an extravehicular salvage mission into the flowwaters, leveraging past one tentacle (see: "Underwater Force") and electrically paralyzing another by conjuring a stormburst among the heaviest of the flowwaters (see: "Properties of Static Conductance"), although having lost track of Agna amid tentacle swipes, the dwarf navigator was expelled by the Kraken's eastern jaw, whereas after unleashing a fiery slipstream (see: "Heat Radiance Patterns of Serpentine Fluids") to cause a total discharge from the area, a summoned eaglefish returned me to the Apparatus, where Rekkish confirmed that my deliberately calculated pace indeed had had a negligible effect on my air supply.
Hand: Byzantine Lexicon (recharge to bless local non-combat WIS), Chronicler, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Potion of the Ocean (banish to succeed at local check to defeat Aquatic bane), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat), Ice and Fire, Summon Hellhounds (display at Enora's location for 2d6 and Fire to local combat until end of Enora's next turn), Life Drain,
Displayed: Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move),
Deck: 13 Discard: 0 Buried: 0
Notes: If someone plans to explore Gannet Island, Enora will use Eagle Aerie (recharging Summon Hellhounds) to move there at the end of the previous turn.
Ask before using: Potion of the Ocean; Summon Hellhounds; Eagle Aerie for +1d8
Can use without asking: Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Binder's Tome; Byzantine Lexicon; Coordinated Blast; Eagle Aerie for movement; Potion of the Ocean to avoid a likely failure at Gannet Island
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: 8
Maznar - Chthonicthul |
It looks like some discussion is in order, but that's for the grown-ups... I have a really busy day ahead, and this is my only free moment for the next twelve hours. Disregard if the roll is not needed.
SoT Fortitude 11 check, revealing Bear and discarding Blessing of Gozreh: 1d8 + 2 + 1d4 + 1d8 ⇒ (3) + 2 + (2) + (4) = 11 Woot, much luck. Check beaten.
Also, if we need a card to discard for structural damage, Maznar will discard his Holy Stone. Don't forget he is holding Control Weather and has two Blessings left in hand.
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: 5-5E: Get Kraken!
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.
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile.
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
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.
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.
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 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 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 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 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 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 1
Traits
Trap
Aquatic
Check
Dexterity
Disable
7
Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Weapon 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
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 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.
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
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.
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
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 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 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 4
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
13
Powers
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
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.
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
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.
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 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
Object
Magic
Check
Charisma
7
Powers
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
Item 5
Traits
Accessory
Magic
Aquatic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
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.
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 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 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 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 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.
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
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 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
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 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.
Turn: 5 Jirelle/skizzerz
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 25
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
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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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
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
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 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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 C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
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.
Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
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.
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.
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.
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
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.
Villain Monster 5
Traits
Animal
Aquatic
Check
Strength Melee Constitution Fortitude
8
THEN
Combat
30
Powers
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.
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 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.
Monster 5
Traits
Outsider
Check
Combat
20
Powers
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
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.
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Olenjack, Enora, Jirelle, Maznar
Notes: Ship anchored.
Pearl of the Sirines displayed
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
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.
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.
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.
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.
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
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Shipwreck Graveyard
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
Notes:
Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1
Ally 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.
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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.
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.
Spell 2
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
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.
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.
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.
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
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:6
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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.
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.
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.
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
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier 4
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 5
Traits
Elf
Cultist
Check
Combat
19
Powers
If undefeated, discard the top 1d4 cards of the blessings deck.
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.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 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
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.
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:4
Located here: Agna,
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.
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.
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 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.
Enora WotR-EmpTyger |
(Correcting the henchman encounter on Enora’s turn)
Structural damage: 1d4 ⇒ 4
Jirelle prevents 1 Structural damage. Either 3 Structual damage needs to be prevented or the ship is wrecked.
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
The effect of the tentacle swipe on the Apparatus, I did neglect to include in my calculations.
Agna - WilderRedbeard |
Off turn: Monkey was recharged for Cyclops BA on Agna's last turn - just FYI.
During Enora's turn, reveal Animal for BA Kraken Tentacle check, Pearl adds 1d4
Melee 11: 1d10 + 5 + 2d4 + 2 ⇒ (6) + 5 + (1, 2) + 2 = 16 success
Agna will remain at Dagon's Jaws 2.
Olenjack, the Measured |
Olenjack discards Venomous Heavy Crossbow +2 to Structural Damage; he can discard more if needed, but Jirelle has offered to handle the rest.
Hand: Lucky Rifle +2, Steal Soul, Steel Ibis Lamellar, Arronax Endymion, Old Salt, Blessing of Kofusachi,
Displayed:
Deck: 16 Discard: 2 Buried: 2
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 5
"NOTES:
Other: If the hour has a Constitution check to acquire; Olenjack will recharge Blessing of Kofusachi to search and draw Embalming Fluid from his deck.Olenjack will draw Pearl of Sirines at the start of every turn he can, and will display it wherever/whenever it's needed before the end of each turn. (That removes any possibility of a player being stuck in the wrong location due to Gozreh's Flow.)
If anyone has a weak healing effect; I'd appreciate it to get my Robe of Items back in circulation. But healing me when I have almost no discards seems like a waste, so it's not a priority."
skizzerz - Jirelle |
Off-turn: discard Emerald of Dexterity and Vizier to structural damage on Enora's turn.
Start of turn: Raker Shoals does nothing. For SOT check, I reveal Evangelist and Brine's Sting and Maznar reveals animal. Fortitude 11: 1d6 + 3 + 1d4 ⇒ (5) + 3 + (4) = 12 Passed. Draw Pearl of the Sirines.
Move to Gannet Island. End of move step choose bane for Fortune-Teller. Top card is Invigorating Kukri +1, not a bane. Explore it.
Gannet Island 1: Invigorating Kukri +1. Reveal Evangelist and Brine's Sting. Melee 9: 1d10 + 7 ⇒ (7) + 7 = 14 Acquired. Discard Fencer to explore.
Gannet Island 2: Besmara's Bones. Reveal Evangelist and Brine's Sting. Survival 8: 1d8 + 4 ⇒ (7) + 4 = 11 Acquired. Display Besmara's Bones next to ship. Discard Vaultmaster to explore.
Gannet Island 3: Electricity Arc Trap. Reveal Evangelist and Brine's Sting. Vaultmaster's effect adds a die. Dexterity 12: 2d10 + 5 ⇒ (5, 7) + 5 = 17 Defeated.
That's as far as I can get. I'm displaying the Pearl at Gannet Island so I'd suggest everyone else heads over here to finish clearing this location; we get bonuses for grouping up here when it closes as well.
Despite having a lot of tentacles, Jirelle notices that the kraken can't pay attention to multiple places at once. She clutches her pearl as she makes her way around the kraken in an attempt to distract it and afford the others some breathing room. Along the way Jirelle finds a kukri with healing powers and some blessed bones that should strengthen the apparatus. Some electricity jolts through the water, but Jirelle manages to avoid it.
Hand: Diviner's Blight, Evangelist, Brine's Sting (Loot), Dreamstalker, Fortune-Teller, Invigorating Kukri +1 (Acq),
Displayed:
Deck: 11 Discard: 4 Buried: 0
"Notes: Blessings available, if any. Will use Kukri to heal myself if the condition is met.
5-5E: 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).
Besmara's Bones is displayed by the ship; structural damage is reduced by a further 1.
Enora WotR-EmpTyger |
(At the end of Jirelle's turn, after anyone at Raker Shoals who wants to move has had a chance to)
Using Eagle Aerie by recharging Summon Hellhounds to move to Gannet Island
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
Summoning an eaglefish mount, I obeyed Captain Jirelle's suggestion to follow her charge.
Hand: Byzantine Lexicon (recharge to bless local non-combat WIS), Chronicler, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Potion of the Ocean (banish to succeed at local check to defeat Aquatic bane), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat), Ice and Fire, Life Drain,
Displayed: Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move),
Deck: 14 Discard: 0 Buried: 0
Notes:
Ask before using: Potion of the Ocean; Eagle Aerie for +1d8
Can use without asking: Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Binder's Tome; Byzantine Lexicon; Coordinated Blast; Eagle Aerie for movement; Potion of the Ocean to avoid a likely failure at Gannet Island
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: 8
Olenjack, the Measured |
I'm going to take the chance to go for Raker Shoals. If the villain is elsewhere, I don't want a villain escape to shuffle the Raker Shoals and take away a chance to get a really easy close off of Ambush.
Olenjack starts his turn.
Blessing of the Gods discarded from the blessings deck.
Scenario SoT: Maznar sends Control Weather to Recovery to add 2d8, since this will be the second-last check by someone on a Ship if all goes well.
Scenario: Constitution 11 (Maznar, Control Weather): 1d6 + 1d4 + 2d8 ⇒ (6) + (2) + (4, 7) = 19 -> Pass, no effect.
Olenjack gives Steal Soul to Maznar.
Olenjack stays at the Raker Shoals, then takes his free exploration.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Undefeated; Olenjack examines each card in the Raker Shoals until he examines and encounters...
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
BA: The ship is dealt 1d4 Structural damage; but Besmara's Bones, Jirelle and Apparatus of the Octopus decrease the damage by 4 and so it's ignored.
Maznar must complete the BA check; don't forget that the Ship reduces Combat Damage dealt by 2.
Olenjack automatically fails the BA check, and suffers 1d4 Combat damage; but Steel Ibis Lamellar and Apparatus of the Octopus both effectively reveal the damage by 5, so it's ignored. Olenjack discards Totem Necklace from his deck.
Olenjack reveals Lucky Rifle +2 for combat.
Olenjack recharges Old Salt to add 5.
Olenjack displays the ally Arronax Endymion to his power to add 2 to his check.
Maznar recharges Blessing of the Green Faith (2) to bless.
Combat/Dexterity 24 (Blessed, Maznar, Old Salt, Olenjack, Ambush): 2d8 + 4 + 1d12 + 2 + 1d4 + 5 + 2 - 4 ⇒ (7, 8) + 4 + (7) + 2 + (4) + 5 + 2 - 4 = 35 -> Pass.
Defeated.
Maznar displays Steal Soul.
Olenjack closes the Raker Shoals by dealing 4 Structural Damage to the Ship. Jirelle and Besmara's Bones reduce the damage suffered by 2, and Olenjack requests that other characters discard a total of 2 cards to Structural Damage to 0.
Raker Shoals closed: Olenjack discards Blessing of Kofusachi.
Olenjack ends his turn.
Scenario: Olenjack is not at the Pearl of the Sirines' location, so he has to bury from his deck. From the 5-5D reward; Olenjack recharges The Viper (damn; I wanted to draw that!) and buries Merrill Pegsworthy from his deck.
Olenjack resets his hand; first returning all allies displayed to his power back to it.
No flavour.
"
Hand: Lucky Rifle +2, Splashbolt Crossbow, Wall of Fire, Steel Ibis Lamellar, Compass, Arronax Endymion, Ederleigh Baines, Dindreann,
Displayed:
Deck: 10 Discard: 4 Buried: 3
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 5
NOTES:
Available Support: Splashbolt Crossbow - Freely discard to add 1d6 (and one of a variety of traits) to combat
Other: The location close is nice, but I'm not really happy with how my deck manipulation and hand reset went. The Viper is the only way I have to get back my Robe of Items and it's at the bottom of my deck, and Blessing of Kofusachi (which would let me instantly draw Robe of Items if it gets healed) is in my discards.Not ideal. Still, Olenjack would appreciate healing, and will use Compass to move to any location to enable that if necessary.
Middle of Deck (Unknown Order): Blessing of Wadjet, Old Salt (2), Valet, Embalming Fluid, Forensic Physician, Blessing of the Savored Sting, Wayfinder, Shy Ratani
Recharged: Old Salt, The Viper,
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.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
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 was given Steal Soul.
Maznar must complete the BA check for Kraken Tentacle (Note that Combat damage is reduced by 2).
Maznar recharged Blessing of the Green Faith.
Maznar displayed Steal Soul (+1d4 to every single check he makes for the entire scenario no matter what) - excellent for spell recharges, scenario power, BA checks as well as every encounter.
2 overall Structural Damage was taken; any character may discard cards to reduce it.
Enora WotR-EmpTyger |
(During Olenjack's turn)
Discarding Coordinated Blast, Life Drain for 2 Structural damage
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
The Apparatus's automatic detection systems could be enabled to stave off incidental collisions even under combat situations.
Hand: Byzantine Lexicon (recharge to bless local non-combat WIS), Chronicler, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Potion of the Ocean (banish to succeed at local check to defeat Aquatic bane), Ice and Fire,
Displayed: Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move),
Deck: 14 Discard: 2 Buried: 0
Notes:
Ask before using: Potion of the Ocean; Eagle Aerie for +1d8
Can use without asking: Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Binder's Tome; Byzantine Lexicon; Eagle Aerie for movement; Potion of the Ocean to avoid a likely failure at Gannet Island
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: 8
Maznar - Chthonicthul |
Off-turn: Discard Control Weather for Olenjack check.
Divine 13 to recharge Control Weather, revealing Bear: 1d10 + 7 + 1d4 ⇒ (7) + 7 + (4) = 18 Recharged.
Off-turn: accept Steal Soul from Olenjack. Ooh, nice card.
Off-turn: BYA check for Kraken Tentacle
Fortitude 11 for Kraken Tentacle BYA, revealing Bear: 1d8 + 2 + 1d4 ⇒ (7) + 2 + (2) = 11 Success, no effect.
Off-turn: recharge Blessing of the Green Faith for Olenjack check.
Off-turn: Display Steal Soul
Turn 7: Maznar/Blessing of Cayden Cailean
Move to Gannet Island.
Olenjack moves there via Compass. Instead of first exploration, bury Blessing of Gozreh to heal Olenjack.
Heal: 1d4 ⇒ 2 Olenjack healed for four.
Reset hand and end turn.
EDIT: Missed SoT check.
Fortitude 11 for SoT, revealing Bear and discarding Blessing of Gorum: 1d8 + 2 + 1d4 + 1d8 ⇒ (4) + 2 + (1) + (8) = 15 Success, no effect.
Hand: Bear, Charm Animal, Pearl of Wisdom, Divine Blaze, Wolfhide Armor, Pterandon, Blessing of the Green Faith 2,
Displayed: Steal Soul (from Olenjack),
Deck: 7 Discard: 4 Buried: 1
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 5-4E: not yet.
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
Bury Charm Animal to draw random animal ally: Pterandon.
Hand: Bear, Pterandon (acquired), Pearl of Wisdom, Divine Blaze, Wolfhide Armor, Pterandon, Blessing of the Green Faith 2,
Displayed: Steal Soul (from Olenjack),
Deck: 7 Discard: 4 Buried: 2
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 5-4E: not yet.
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 |
Hour of the Gods
Reveal Animal for SoT check: Melee 11: 1d10 + 5 + 1d4 + 2 ⇒ (4) + 5 + (3) + 2 = 14
Move to Gannet Island
Agna, quickly running out of breath, returns to the group and the magical pearl gasping.
Explore card #4 (top card):
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.
Constitution 7: 1d6 + 1d4 + 2 ⇒ (1) + (1) + 2 = 4 failed, banished
Recharge Thylacine to explore:
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.
Pausing to discuss options.
Agna - WilderRedbeard |
Forgot Maznar's d4 for previous checks, will add for the remainder.
Discard Blessing of Milani to explore next card:
Traits
Animal
Aquatic
Check
Strength Melee Constitution Fortitude
8
THEN
Combat
30
Powers
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.
Reveal Animal for 1d4+2, Maznar's d4
Melee 8: 1d10 + 5 + 2d4 + 2 ⇒ (7) + 5 + (2, 3) + 2 = 19 auto
Reveal and discard Huntsman's Greatsword +2, reveal Animal, Pearl & Maznar add d4s
Combat 30: 1d10 + 5 + 2d6 + 2 + 1d10 + 2 + 3d4 + 2 + 2 ⇒ (1) + 5 + (5, 1) + 2 + (10) + 2 + (1, 1, 3) + 2 + 2 = 35 defeated
Agna and the group are sucked toward the gaping maw of the Kraken. She rings her greatsword off of its tooth on her way in and drops it into the creatures mouth. Startled, the kraken burps a cloud of recently swallowed goods and repositions, giving the group time to escape.
Gannet Island closed, each character may roll on the plunder table and add a random non-Basic, non-Elite card to their hand.
Plunder roll: 1d6 ⇒ 5 Add Besmaran Priest to hand.
Place Angelstep in recovery to heal: 1d4 + 1 ⇒ (4) + 1 = 5 healed all from discard.
End turn, reveal Seaborne Trident +1 to auto-succeed at recharge for Angelstep.
Reset hand.
Hand: Seaborne Trident +1, Masterwork Tools, Cloud Puff, Lizard, Blessing of Milani 2, Besmaran Priest (acquired),
Displayed:
Deck: 17 Discard: 0 Buried: 0
Current Location: Gannet Island
Hero Points Available/Used: 7/1
NOTES:
Available Support: Blessing and Cloud Puff available.
Other: Dice Re-Roll Used for 5-5E?: 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)
Random character (1=Agna, 2=Enora, 3=Jirelle, 4=Olenjack, 5=Maznar): 1d5 ⇒ 3
Jirelle would have summoned the Kraken Tentacle, and would have to bury a card for using the Pearl of the Sirines to evade
Plunder: 1d6 ⇒ 2
Gannet Island: Drawing Random non-Basic non-Elite Spell 1: Rage
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.
(Enora's turn)
Blessing 4: Gods o'clock
Displaying Rage and burying Chronicler, revealing Book. Maznar reveals Animal
CON 11: 1d4 + 1 + 1d10 + 1d4 + 1d4 ⇒ (4) + 1 + (6) + (3) + (4) = 18
Life Drain is recharged
Giving Potion of the Oceans to Jirelle
Liquid / Alchemical
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Moving to Tempest Cay
Shuffled Tempest Cay (11=Villain/Random Blessing): 1d11 ⇒ 11
Random Blessing 1-3, Villain=4: 1d4 ⇒ 2
Exploring Random Blessing 2: Blessing of Milani
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.
Revealing Book
Divine 5: 1d4 + 1d4 ⇒ (3) + (1) = 4
Blessing of Milani is banished
Ending turn. Using Eagle Aerie by recharging Ice and Fire to move to Gannet Island. Coordinated Blast is recharged.
Recovery: Revealing Book. Maznar reveals Animal
Arcane 8: 1d12 + 5 + 1d4 + 1d4 ⇒ (9) + 5 + (3) + (1) = 18
Rage is recharged. Resetting hand: Revealing Byzantine Lexicon
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
Securing the prized potion with Captain Jirelle to use or disburse as she saw fit, before venturing on a scouting mission by harnessing the primal barbaric magic (see: "Don't Bite Off More Calamari Than You Can Chew") roiled up in the kraken's wake, reporting back upon my return that the monster had not retreated into the undisturbed waters beneath Tempest Cay (see: "The Stillness of the Rose").
Hand: Byzantine Lexicon (recharge to bless local non-combat WIS), Acid Rain, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Spellbook, Blessing of Pharasma (bless/double bless if spell is cast), Magnetic Grimoire (reveal for +1d4 to local check invoking Acid/Cold/Electricity/Fire/Poison), Evocation Staff (reveal and discard a spell to evade and topdeck local monster), Vampire Bat, Twisted Space (banish to recovery to evade a monster; someone local may encounter instead),
Displayed: Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move),
Deck: 11 Discard: 0 Buried: 1
Notes:
Ask before using: Blessing of Pharasma; Eagle Aerie for +1d8
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for villain/henchman/closing; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Binder's Tome; Magnetic Grimoire; Byzantine Lexicon; Twisted Space; Evocation Staff; Eagle Aerie for movement
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: 8
skizzerz - Jirelle |
Off-turn: bury Dreamstalker to evade Kraken Tentacle. Gannet Island WPC: 1d6 ⇒ 4 Get Random Item 1: Alkali Flask to hand. Recharge Invigorating Kukri +1 to randomly recharge Emerald of Dexterity from discards. Receive Potion of the Ocean from Enora. Tempest Cay doesn't have any blessings naturally so we would know for sure the villain isn't there even if Mark was the one that shuffled the location instead of Enora rolling. Just making a note of that -- technically exploring a location with natural blessings after a villain escapes gives you info on whether or not the blessing you encountered was original or from the escape when normally you shouldn't know that.
Start of Turn: Hour of Achaekek. Grab Pearl of the Sirines. For SOT check, I reveal Brine's Sting and Evangelist and Maznar reveals animal. Fortitude 11: 1d6 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9 Swash reroll the d4. Fortitude 11: 1d4 + 7 ⇒ (3) + 7 = 10 Because I can, paizo reroll the d6. Fortitude 11: 1d6 + 6 ⇒ (3) + 6 = 9 Still not enough. Random other location: 1d7 ⇒ 3 Tempest Cay. Effect: 1d4 ⇒ 1 Structural damage: 1d4 ⇒ 4 Increased by 1 and reduced by 2, so 3. Very annoying rolls. Discard both of my potions to structural damage. Someone else in the party must discard a card to structural damage.
Move to Dagon's Jaws 2, name bane for Fortune-Teller. Card: 1d5 ⇒ 5 Random Blessing 1,3, Villain: 1d3 ⇒ 3 Amazing. Tentacle (Agna, Enora, Jirelle, Maznar, Olenjack): 1d5 ⇒ 5 After drawing his plunder card from Gannet Island, Olenjack summons and encounters Kraken Tentacle. Sadly, I don't believe there's any opportunity for me to display the pearl in time to allow you to evade it (or better yet time for me to evade the villain -- I should have displayed the pearl here before moving as Fortune-Teller triggers at the end of my move step). Pausing turn as I may need party support on the villain check.
Olenjack, the Measured |
OFF-TURN:
Maznar's Turn: Olenjack recharges Compass to move to Gannet Island (and examine its top card), then has all cards in his discard pile healed: (Robe of Items, Venomous Heavy Crossbow +2, Totem Necklace, Blessing of Kofusachi). Deck shuffled.
Agna's Turn: Olenjack draws a random nonbasic, nonelite 1d6 ⇒ 2 Spell into his hand...
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.
Jirelle's Turn: Olenjack discards Telekinesis to Structural damage, which means no Structural Damage remains.
Olenjack summons and encounters a Kraken Tentacle, but recharges Arronax Endymion to evade it with his power.
Hand: Lucky Rifle +2, Splashbolt Crossbow, Wall of Fire, Steel Ibis Lamellar, Ederleigh Baines, Dindreann,
Displayed:
Deck: 16 Discard: 1 Buried: 3
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 5
NOTES:
Available Support: Splashbolt Crossbow - Freely discard to add 1d6 (and one of a variety of traits) to combat
Middle of Deck (Unknown Order): Shy Ratani, Valet, Old Salt (2), Old Salt, Venomous Heavy Crossbow +2, Totem Necklace, The Viper, Forensic Physician, Wayfinder, Blessing of the Savored Sting, Embalming Fluid, Robe of Items, Blessing of Kofusachi, Blessing of Wadjet, Compass
Recharged: Arronax Endymion,
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.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
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.
skizzerz - Jirelle |
Unpausing turn.
Check 1: Display Pearl of the Sirines. Reveal Brine's Sting and Evangelist. Fortitude 8: 1d6 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6 Swash reroll both dice. Fortitude 8: 1d6 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6 Hero point reroll. Fortitude 8: 1d6 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9 Good enough.
Check 2: Reveal Brine's Sting and Evangelist. Maznar recharges Blessing of the Green Faith. Olenjack discards Splashbolt Crossbow. Pearl adds 1d4. Combat 30: 2d10 + 2d4 + 9 + 1d6 + 1d4 ⇒ (4, 9) + (2, 3) + 9 + (2) + (4) = 33 Defeated. Dagon's Jaws 2 closed. Villain escapes to Tempest Cay, Dagon's Jaws 1, or Fog Bank. WPC draw and recharge Captain's Cutlass.
Pick up the Pearl of Sirines and display it where Olenjack wants it. Can't find any way for me to move elsewhere so skipping my free explore and ending turn, burying Blessing of Abadar from the top of my deck.
Shortly after being given a potion from Enora and picking up some other sort of fragile flask, a stray tentacle from the kraken whips into her, sending Jirelle adjacent to the maw and cracking the bottles. Through a mixture of courage and fear, Jirelle begins stabbing at the maw to avoid being eaten and do some damage to the beast. Eventually things get chaotic enough that Jirelle thinks it wise to retreat and regroup. It's in much rougher shape, and the captain hopes that their next push will finally fell the beast.
Hand: Diviner's Blight, Evangelist, Brine's Sting (Loot), Armor of Skulls, Fortune-Teller, Masterwork Tools,
Displayed:
Deck: 11 Discard: 5 Buried: 2
"Notes: Blessings available, if any.
5-5E: Playmat available, Paizo reroll used"
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).
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: 5-5E: Get Kraken!
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.
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile.
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
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 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
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 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 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.
Barrier 1
Traits
Trap
Aquatic
Check
Dexterity
Disable
7
Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Barrier 5
Traits
Obstacle
Weather
Check
Wisdom
Survival
15
Powers
If undefeated, move to a random open location and shuffle this card into that location.
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 B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapon B
Traits
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
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 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 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 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.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
3
Powers
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Spell 4
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 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 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.
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 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
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
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 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 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
Object
Magic
Check
Constitution
7
Powers
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
Item 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
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.
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 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 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 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 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.
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 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 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 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.
Turn: 11 Olenjack/Yewstance
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: 19
Blessings Deck
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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 C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
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.
Gannet Island
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: Enora, Agna, Olenjack, Maznar
Notes:
Raker Shoals
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
Notes: Ship anchored.
Shipwreck Graveyard
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
Notes:
Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:2
Villain Monster 5
Traits
Animal
Aquatic
Check
Strength Melee Constitution Fortitude
8
THEN
Combat
30
Powers
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.
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.
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 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 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.
Spell 2
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
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.
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.
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.
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:3
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.
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.
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.
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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:0 ?:4
Monster 5
Traits
Elf
Cultist
Check
Combat
19
Powers
If undefeated, discard the top 1d4 cards of the blessings deck.
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.
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.
Barrier B
Traits
Obstacle
Magic
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Perception
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Spell 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.
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 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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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 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.
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
Located here: Jirelle,
Olenjack, the Measured |
OFF-TURN:
Jirelle's Turn: Olenjack discards Splashbolt Crossbow.
Jirelle displays Pearl of the Sirines at the Fog Bank.
========================
Olenjack starts his turn.
Blessing of the Gods discarded from the blessings deck.
Scenario: Olenjack automatically fails the start-of-turn check; Olenjack randomly moves to 1d7 ⇒ 2 the Raker Shoals.
Scenario: 1d4 ⇒ 4 -> Olenjack randomly buries Splashbolt Crossbow from his discards.
Olenjack uses his borrowed Playmat power to discard Wall of Fire and draw Embalming Fluid.
The reinvigorated - but fragile - Apparatus was clearly not going to withstand the repeated assaults from the vile Kraken for long. As useful as it's firepower has been; Olenjack eventually abandons the ship and swims for cover amidst some oversized corral-like formations. Their frond-like appendages seem harmless beyond obscuring vision, and the dwarf hopes that it's at least a safe place to lie low whilst the rest of the party hopefully wears down the horrific beast.
Olenjack moves to the Fog Bank and takes his free exploration.
Monster 5
Traits
Elf
Cultist
Check
Combat
19
Powers
If undefeated, discard the top 1d4 cards of the blessings deck.
Olenjack displays the ally Dindreann to his power to add 2 to his check.
Combat/Dexterity 19 (Embalming Fluid, Dindreann): 1d8 + 4 + 1d12 + 2 + 2 + 2 ⇒ (8) + 4 + (8) + 2 + 2 + 2 = 26 -> 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.
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.
Combat/Dexterity 17 (Embalming Fluid, AD4 Reward): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 ⇒ (1) + 4 + (6) + 2 + 2 + (2) = 17 -> 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.
Olenjack settles into an uncomfortable hiding place, before a skeletal hand grips his coat. He cries out - the Pearl he grips tight causing his voice to magically travel through the water and leave a conspicuous lack of air bubbles - and kicks at a ribcage, swimming higher. Two well-decomposed undead lay below, climbing out of the silt and sand and reaching up at the dwarf - one wears the remnants of some dark robes and is bejewled with bracelets and necklaces, whilst the other wears what could generously be described as a raggy pirate's dress.
Whatever their origin or story; Olenjack shoots them dead (again) with his modified rifle; his shots loaded with a thick, viscous fluid that locks the undead's bones up and slows them down as he reloads a final duo of shots. With two more water-stifled gunshots, he shatters the skulls of each.
For passing a combat check that has the Poison trait, Olenjack explores his location.
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.
Wisdom 6: 1d6 + 2 ⇒ (1) + 2 = 3 -> Fail.
Banished.
Falling from the tattered robes of one undead is a magical scroll. Whilst greatly resistant to elements; far too many years in sand and grit under hundreds of meters of salt water has well and truly destroyed it, and no usable magic remains.
Olenjack ends his turn.
Olenjack resets his hand; first returning all allies displayed to his power back to it.
"
Hand: Lucky Rifle +2, Steel Ibis Lamellar, Embalming Fluid, Compass, Wayfinder, Dindreann, Ederleigh Baines, Blessing of the Savored Sting,
Displayed:
Deck: 12 Discard: 2 Buried: 4
Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 5
NOTES:
Available Support: Blessing of the Savored Sting - Add the highest result of 1d4/1d6/1d8/1d10 to a check
Compass/Wayfinder - Move to and examine the top 1/2 cards of a location
Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check post-roll (in emergencies only)
Middle of Deck (Unknown Order): Forensic Physician, Blessing of Kofusachi, Old Salt, The Viper, Totem Necklace, Blessing of Wadjet, Venomous Heavy Crossbow +2, Shy Ratani, Robe of Items
Recharged: Arronax Endymion, Valet, Old Salt (2),
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.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
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 |
Off-turn: Recharge Blessing of Green Faith for Jirelle check.
Turn 12: Maznar/Blessing of Erastil
Fortitude 11 SoT check, revealing Bear and Steal Soul: 1d8 + 2 + 1d4 + 1d4 ⇒ (5) + 2 + (3) + (1) = 11 No effect.
Move to Fog Bank
Explore Fog Bank Card #1: Illusory Wall
Wisdom 11 to defeat Illusory Wall, revealing Pterandon and Steal Soul: 1d10 + 4 + 1d4 + 1d4 ⇒ (9) + 4 + (4) + (3) = 20 Defeated; banished.
For defeating, must examine top card of deck: Seamantle. Nice card! Too bad I now have to shuffle deck due to location power.
Discard acquired Pterandon to move to Tempest Cay. Explore Tempest Cay Card #1: Kraken Maw. Shoot, did we know this was here? Well, spilt milk. Character encounters tentacle.
Character to encounter Henchtacle (Agna, Enora, Jirelle, Maznar, Olenjack): 1d5 ⇒ 1 Agna.
Pausing for that.
Enora WotR-EmpTyger |
(During Maznar’s turn)
Banishing Twisted Space to recovery. Agna evades Kraken Tentacle
Recovery: Revealing Spellbook, revealing Book
Arcane 10: 1d12 + 5 + 1d4 + 1d4 ⇒ (8) + 5 + (4) + (1) = 18
Twisted Space is recharged
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
At Maznar’s warning, Agna and myself were dimensionally repositioned beyond what reach the naturalist had reported for the behemoth’s tentacle.
Hand: Byzantine Lexicon (recharge to bless local non-combat WIS), Acid Rain, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Spellbook, Blessing of Pharasma (bless/double bless if spell is cast), Magnetic Grimoire (reveal for +1d4 to local check invoking Acid/Cold/Electricity/Fire/Poison), Evocation Staff (reveal and discard a spell to evade and topdeck local monster), Vampire Bat,
Displayed: Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move),
Deck: 12 Discard: 0 Buried: 1
Notes:
Ask before using: Blessing of Pharasma; Eagle Aerie for +1d8; Evocation Staff; 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; Binder's Tome; Magnetic Grimoire; Byzantine Lexicon; Eagle Aerie for movement
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: 8
Maznar - Chthonicthul |
(Turn 12 continued)
Fortitude 8 for first check to defeat Kraken Maw, revealing Pterandon and Steal Soul: 1d8 + 2 + 1d4 + 1d4 ⇒ (6) + 2 + (3) + (1) = 12 TBD
Combat 30 to defeat Kraken Maw, discarding Divine Blaze, adding d6 for Pterandon power and revealing Pterandon and Steal Soul: 1d10 + 7 + 3d8 + 1d6 + 1d4 + 1d4 ⇒ (10) + 7 + (3, 5, 3) + (5) + (4) + (1) = 38 Defeated! Location closed and Kraken Maw escapes.
Maznar leaves the ship to see if it is possible to enlist the aid of some of the local flora or fauna - being a naturalist has to count for something, right? Ineffectually treading water, he finds no help... but does find himself facing the beast! The druid lets out a yelp, which comes out as a silent bubble of air, and blasts the thing with fire drawn from the Green. He turns and scuttles back to the ship, not even bothering to see if his blaze connects.
On closing move to a random other location as per When Closed text: 1d7 ⇒ 2 Move to Raker Shoals.
Discard Pterandon to move to Fog Bank. Reset hand and end turn.
Divine 14 to recharge Divine Blaze: 1d10 + 7 ⇒ (9) + 7 = 16 Recharged.
Hand: Bear, Velociraptor, Pearl of Wisdom, Ring of Regeneration, Wolfhide Armor, Blessing of the Starsong, Blessing of Ketephys,
Displayed: Steal Soul (from Olenjack),
Deck: 6 Discard: 6 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 5.5, Scenario 5-4E: not yet.
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: 5-5E: Get Kraken!
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.
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile.
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 C
Traits
Giant
Ogre
Aquatic
Check
Combat
14
Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
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
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.
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 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.
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 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.
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 5
Traits
Task
Check
Charisma
Diplomacy
14
Powers
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
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.
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 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 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 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 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.
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
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 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
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 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.
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 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
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
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 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.
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.
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
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
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 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Ally 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 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 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 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 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.
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
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 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.
Turn: 13 Agna/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Milani
Blessing C
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 17
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
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
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 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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 C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
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.
Gannet Island
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: Enora, Agna,
Notes:
Raker Shoals
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
Notes: Ship anchored.
Shipwreck Graveyard
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
Notes:
Tempest Cay
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
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
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:4
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.
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.
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.
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Villain Monster 5
Traits
Animal
Aquatic
Check
Strength Melee Constitution Fortitude
8
THEN
Combat
30
Powers
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your 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.
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:1 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:5
Located here: Olenjack,
Notes: Seamantle
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.
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 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.
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.
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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.
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
Located here: Jirelle,
Agna - WilderRedbeard |
Hour of Milani
Reveal Animal for SoT check, Maznar's Animal adds 1d4: Melee 11: 1d10 + 5 + 2d4 + 2 ⇒ (2) + 5 + (1, 3) + 2 = 13
Move to Fog Bank
Explore:
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Perception 14: 1d8 + 5 + 3d4 + 2 ⇒ (1) + 5 + (3, 1, 2) + 2 = 14 defeated & banished
Discard Besmaran Priest to explore:
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.
Discard Blessing of Milani to explore:
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.
Wisdom 12: 1d8 + 2 + 3d4 + 2 ⇒ (3) + 2 + (2, 1, 2) + 2 = 12 acquired
End turn & discard Seamantle upon resetting hand. Choose not to examine top card of location.
Hand: Seaborne Trident +1, Reed Mocassin, Cloud Puff, Lizard, Blessing of Abadar, Blessing of Kelizandri,
Displayed:
Deck: 15 Discard: 4 Buried: 0
Current Location: Fog Bank
Hero Points Available/Used: 7/1
NOTES:
Available Support: Blessings and Cloud Puff available.
Other: Dice Re-Roll Used for 5-5E?: 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: Gods o'clock
Enora cannot make a STR/Melee/CON/Fortitude 11 check
Random other location: 1d8 ⇒ 5
Random effect: 1d4 ⇒ 3
Moving to Gozreh's Flow. Magnetic Grimoire is discarded
Moving to Dagon's Jaws 1
Exploring Dagon's Jaws 1-1: Pirate Entertainments
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.
Revealing Spellbook, revealing Book
Knowledge 7+5=12: 1d12 + 7 + 1d4 + 1d4 ⇒ (3) + 7 + (1) + (3) = 14
Plunder: 1d6 ⇒ 4
Pirate Entertainment is banished. Drawing Random Item 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.
Discarding Blessing of Pharasma to explore Dagon's Jaws 1-2: Blessing of Norgorber
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.
Burying Wizard's Hook. Blessing of Norgorber is acquired
Discarding Blessing of Norgorber to explore Dagon's Jaws 1-3: Blasting Pistol +2
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.
Revealing Spellbook, revealing Book
Craft 13: 1d12 + 5 + 1d4 + 1d4 ⇒ (6) + 5 + (2) + (3) = 16
Blasting Pistol +2 is acquired
Discarding Vampire Bat to examine and explore Dagon's Jaws 1-4: 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 Binder's Tome, revealing Book
CHA 9: 1d8 + 1d4 + 1d4 ⇒ (2) + (1) + (3) = 6
Haneilius Fitch is banished
Swashbuckling cure: 1d4 ⇒ 3
Burying Blasting Pistol +2 to recharge Blessing of Norgorber, Magnetic Grimoire, Blessing of Pharasma
Ending turn. Using Eagle Aerie by recharging Acid Rain to move to Fog Bank. Resetting hand: revealing Byzantine Lexicon
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
Momentarily stunned by a snap of the kraken's upper jaw on my way back into the fog, I nevertheless preempted any panic among the crew with a stirring academic lecture on the discoveries Olenjack had made (see: "How to Motivate Your Crew"), which indicated the final resting place of the fabled hook of wizard-captain Arghyl, lost after he perished in battle against a Norgorberite vessel (see: "The Hand of Arghyl"). While not the more conventional surgery of Haneilius (see: "The Science of Medicine"), nevertheless a heartening cheer arose as Arghyl's guns fired once more (see: "Arghyl's Widow Sounds the Boom and All Come Dancing").
Hand: Byzantine Lexicon (recharge to bless local non-combat WIS), Blessing of the Seventh Veil (bless/double bless if non-combat INT/CHA; recharge if top blessing is Sivanah), Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Spellbook, Blessing of Qi Zhong (bless; recharge if top blessing acquires with WIS), Rekkish, Evocation Staff (reveal and discard a spell to evade and topdeck local monster), Blessing of the Master of Masters (bless/double bless if INT; recharge if top blessing is Irori), Cloudburst,
Displayed: Eagle Aerie (banish to recovery to add 1d8 to local combat/display to allow any local character to recharge a card at end of any turn to move),
Deck: 11 Discard: 1 Buried: 3
Notes:
Ask before using: Blessing of the Seventh Veil; Blessing of Qi Zhong; Blessing of the Master of Masters; Eagle Aerie for +1d8; Evocation Staff; 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; Binder's Tome; Byzantine Lexicon; Eagle Aerie for movement
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: 8
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: 5-5E: Get Kraken!
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.
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile.
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 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 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.
Monster 5
Traits
Troll
Aquatic
Check
Combat
20
Powers
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Barrier 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 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
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
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
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
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
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.
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 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.
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 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.
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 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.
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 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.
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 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
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 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.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Ally 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 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 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
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 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 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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.
Turn: 15 Jirelle/skizzerz
Top of Blessing Discard Pile: Blessing of Gozreh
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 15
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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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
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 C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
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.
Gannet Island
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
Notes:
Raker Shoals
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
Notes: Ship anchored.
Shipwreck Graveyard
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
Notes:
Tempest Cay
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
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
Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:3
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Villain Monster 5
Traits
Animal
Aquatic
Check
Strength Melee Constitution Fortitude
8
THEN
Combat
30
Powers
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your 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.
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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:4
Located here: Enora, Agna, Olenjack,
Notes: Seamantle
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.
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.
Henchman Monster 5
Traits
Animal
Aquatic
Check
Combat
24
Powers
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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.
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
Located here: Jirelle,
skizzerz - Jirelle |
Hour of Gozreh, choose to fail SOT check since there's a chance of it benefiting me to fail versus having to spend resources to succeed. Random location: 1d7 ⇒ 4 Tempest Cay. Effect: 1d4 ⇒ 3 Not what I was hoping for, alas. Random card: 1d6 ⇒ 1 Diviner's Blight is discarded.
Move to Dagon's Jaws 1 and name Boon. It's Potion of Heroism, so encountered. Reveal Evangelist and Brine's Sting. Craft 7: 1d8 + 5 ⇒ (6) + 5 = 11 Acquired. Use free explore.
Dagon's Jaws 2: Kraken Tentacle. Structural damage: 1d4 ⇒ 1 -2 from my power and Besmara's Bones. Display Potion of Heroism to add 1d6 to all of my checks this turn. Reveal Evangelist and Brine's Sting. Fortitude 11: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (3) = 9 Swash reroll both dice. Fortitude 11: 2d6 + 3 ⇒ (3, 3) + 3 = 9 Combat damage: 1d4 ⇒ 3 Reveal Armor of Skulls to reduce by 2, discard Masterwork Tools for remaining point. Blessing of Milani discarded from deck. For combat check, reveal Evangelist and Brine's Sting. Potion of Heroism adds 1d6. Combat 24: 1d10 + 2d4 + 9 + 1d6 ⇒ (9) + (3, 1) + 9 + (3) = 25 Defeated.
Vrykolakas: Reveal Brine's Sting and Evangelist. Potion of Heroism adds 1d6. 1E Reward adds 1d4. Combat 20: 1d10 + 2d4 + 9 + 1d6 + 1d4 ⇒ (10) + (1, 4) + 9 + (2) + (4) = 30 Poison damage: 1d4 ⇒ 3 Reveal Armor of Skulls to reduce by 2, discard Fortune-Teller to remaining point of damage. Kraken Maw found at Dagon's Jaws 1, all other cards in location are banished and location is not closed. Discard Evangelist to explore.
Kraken Maw. Agna guards Fog Bank by recharging her hand. Kraken Tentacle (AEJMO): 1d5 ⇒ 4 Maznar summons and encounters Kraken Tentacle. Reveal Brine's Sting. Potion of Heroism adds 1d6. Enora discards a blessing. Fortitude 8: 3d6 + 2 ⇒ (3, 6, 2) + 2 = 13 Combat check: Reveal and additionally discard Brine's Sting. Olenjack discards Blessing of the Savored Sting to add 1d4 + 1d6 + 1d8 + 1d10 ⇒ (3) + (3) + (1) + (3) = 10 3. Combat 30: 1d10 + 4d4 + 8 + 1d6 + 3 ⇒ (6) + (2, 4, 3, 3) + 8 + (3) + 3 = 32 WPC for Dagon's Jaws 1 doesn't kill me, so we win.
With the apparatus and most of the party safe in cloudier waters, out of eyesight from the kraken, Jirelle takes one last opportunity to distract the kraken to ensure that Maznar can get to safety as well. She drinks a potion of heroism she kept on hand, using her craftiness to ensure the water in the ocean doesn't mix with the magical liquid. She then begins attacking one of the tentacles to avert the beast's attention.
The attempt is successful, as the beast turns its attention to Jirelle and attempts to get rid of her for good! Before she can escape, another tentacle wraps around her ankle and pulls her inward. The kraken is in rough shape, and Jirelle puts all of her strength into her rapier strike, plunging it into the soft flesh of the kraken and rupturing some major artery. Screeching in pain and tinging the nearby water red, it releases Jirelle as she hurries back to the group. The kraken retreats a bit before falling still, succumbing to its wounds.
Jirelle hurriedly navigates the apparatus away before all of the nearby sharks are alerted to the site.
BR Mork |
DEVELOPMENT:
The kraken put up quite the fight, but you managed to best it, and the sea devils fled in terror. You provided a show of strength on behalf of the fishfolk, and removed the threat to the sea devils, so they shouldn’t cause the Matriarch further trouble anytime soon.
You return to Yashabaru and tell High Matriarch Urakadussi the tale. Her already large eyes widen as you describe the kraken and your fight with it. “I agree that the kraken was responsible for driving the sea devils into our territory. There have been no attacks since you defeated the beast. You have earned our help. I have assembled several units of soldiers to accompany your ships and fight the oni.”
As you ferry back to your ship, you look out over your fleet. It has grown into a mighty armada, and beneath it lurks an amphibious army. Whatever Akinaru has waiting for you, you’re prepared to meet it!
SCENARIO REWARD:
ADVENTURE REWARD:
ACQUIRED CARDS:
Weapon 5 Blasting Pistol +2
Weapon 2 Dagger Pistol +1
Weapon 4 Invigorating Kukri +1
Spell 3 Dimension Leap
Spell 1 Rage
Spell 5 Seamantle
Spell 4 Telekinesis
Spell 3 Wall of Fire
Armor 3 Besmaran Vestments
Armor 4 Brine Dragonhide Breastplate
Item 4 Alkali Flask
Item 2 Besmara's Bones
Item 1 Potion of Heroism
Item 3 Potion of the Ocean
Item B Spyglass
Item 5 Wizard's Hook
Ally 5 Arronax Endymion
Ally B Besmaran Priest
Ally 3 Dindreann
Ally 2 Merrill Pegsworthy
Ally C Old Salt
Blessing 5 Blessing of Norgorber
Blessing C Blessing of the Gods
BR Mork |
5-P2: Heaven's Call
Agentle breeze flows across the upper deck of your ship. No monsters of the deep trouble you now; for once, the rippling shapes rising toward the surface are your allies. It’s a relief to have a short reprieve on your path to the oni-tormented land of Chu Ye, where Akinaru awaits. Your reverie ends when a crow swoops down out of the sky. It drops a neatly folded letter onto the deck before vanishing in a puff of smoke. Warily, you open the letter. Golden words flash on the page, and your ship fades away. You find yourself standing in a serene and orderly garden, wrapped in the smell of flowers and surrounded by the sounds of laughter and music. Before you is a tengu with glowing eyes. “Where are we?” you ask.
The tengu regards you with amusement before replying, “Physically? Wherever you were just a moment ago. But your mind has traveled with me to a vision of my favorite gardens, near my home in Heaven. I am Zepha, servant of Grandmother Crow. I know your mission is of great importance, so I shall not ask you outright to stray from it. I shall simply inform you that another horrific evil lurks a few days journey away, in the woods of Kaimuko. Some of your fellow Pathfinders joined forces with an honorable band of tengu, the Twenty-Four Masks, to fight against it recently. Yet the evil has many branches, and another is lashing out. If you help fight it, it is almost certain that righteous soldiers will flock to your cause.”
If what he says is true, you would have much to gain by taking a few extra days to help. But could this be a trick from Akinaru? The combination of Zepha’s mannerisms and the vision’s pure serenity seem beyond what a twisted being like Akinaru could create. You agree to Zepha’s plan, he bids you farewell, and you instantly find yourself back on your ship. That is, assuming you ever left it.
You meet the tengu at the edge of a thick forest. Their masks feature all manner of powerful beasts and monsters. The leader, whose mask resembles an oni’s face, introduces himself as Tai Dan. “Thank you for heeding Zepha’s call. If you can help us here against the spawn of the Abyss, we will help you face your monster as well.”
As you venture into the forest, the air is cloying and still. Ahead, a weeping wound in the ground bubbles black ichor, and from it, a horde of monsters rises. Their leader, a mass of burbling flesh, eyes, and lolling green tongues, surges toward you on spidery legs.
VILLAIN:
SHROUDED QUEEN
HENCHMEN:
JAKAW RAZORBEAK
TENTACLE SLAVERS
LOCATIONS:
1 JUNGLE
1 TENGU ROOKERY
1 TORTURE PIT
2 DINOSAUR CORRAL
3 EYE OF SERENITY
4 GREAT STONE BRIDGE
5 GHOL-GAN RUINS
6 ROCKY CLIFF
DURING THIS SCENARIO:
BR Mork |
During This Adventure: 5-P2: Heaven's Call
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-P2: Heaven's Call
-When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
-When you evade an encounter, recharge a random card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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.
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 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 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
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
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.
Barrier 5
Traits
Task
Check
Charisma
Diplomacy
14
Powers
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
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
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.
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
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 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
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 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
3
Powers
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
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 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.
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
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
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
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
Object
Magic
Check
Constitution
7
Powers
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
Item 2
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 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 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
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.
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 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
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
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
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.
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 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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.
Turn: 1 Olenjack/Yewstance
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: 29
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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 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 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.
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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 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 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 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
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
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 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 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 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 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
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.
Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1
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.
Henchman Monster 5
Traits
Tengu
Ranger
Pirate
Check
Combat
20
Powers
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 4
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
10
Powers
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
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 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.
Item 5
Traits
Accessory
Magic
Aquatic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
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 5
Traits
Elf
Cultist
Check
Combat
19
Powers
If undefeated, discard the top 1d4 cards of the blessings deck.
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.
Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Notes: Devil's Remains anchored here
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.
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.
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.
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.
Barrier B
Traits
Skirmish
Veteran
Check
Strength
Melee
Dexterity
5
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Weapon 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.
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.
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.
Villain Monster 5
Traits
Outsider
Check
Combat
18
THEN
Combat
18
Powers
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
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.
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.
Monster 5
Traits
Elf
Cultist
Check
Combat
19
Powers
If undefeated, discard the top 1d4 cards of the blessings 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 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 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.
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.
Henchman Monster 5
Traits
Outsider
Check
Wisdom 8
8
THEN
Combat
18
Powers
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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.
Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
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.
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 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 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.
Henchman Monster 5
Traits
Outsider
Check
Wisdom 8
8
THEN
Combat
18
Powers
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster 5
Traits
Troll
Aquatic
Check
Combat
20
Powers
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Item 1
Traits
Tool
Check
Wisdom
Survival
7
Powers
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Monster B
Traits
Hag
Aquatic
Check
Combat
11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Barrier 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.
Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1
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.
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.
Henchman Monster 5
Traits
Outsider
Check
Wisdom 8
8
THEN
Combat
18
Powers
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
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.
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.
Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Henchman Monster 5
Traits
Outsider
Check
Wisdom 8
8
THEN
Combat
18
Powers
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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 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.
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.
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.
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.
Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Henchman Monster 5
Traits
Outsider
Check
Wisdom 8
8
THEN
Combat
18
Powers
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 5
Traits
Troll
Aquatic
Check
Combat
20
Powers
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
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.
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.
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.
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.
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.
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 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
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.