| skizzerz - Jirelle |
Off-turn: draw Armor of Skulls.
Hand: Blessing of Maat, Corrosive Backsword +4, Diviner's Blight, Fortune-Teller, Brine's Sting (Loot), Vizier, Armor of Skulls,
Displayed:
Deck: 13 Discard: 3 Buried: 0
"Notes: Blessings available, if any.
5-6C: Playmat available, Paizo reroll available"
Sideboard cards:
| Maznar - Chthonicthul |
Off-turn: Bury Blessing of the Starsong for Agna check.
Turn 6: Maznar/Blessing of Geryon
Reveal Ring of Regeneration to recharge random card from discards
Random card: 1d2 ⇒ 2 Raise Dead
Move to Tempest Cay
Explore Tempest Cay Card #1: Coral Capuchin. Automatically succeed at check to acquire.
The druid calls to the local fauna to aid the company in their struggle; a little pink-winged thing comes from behind a clod and circles over his head.
Discard Bear to explore Tempest Cay Card #2: Lightning Elemental
Follwing the little winged creature is something much more vast - an entity formed of clouds and lightning itself. Maznar closes his eyes, feeling the wind, smelling the sea, and envisioning the ley lines that connect it all. His eyes open, now an opaque emerald, and swirling cones of force shoot from them at this new attacker.
Combat 17 to defeat Lightning Elemental, discarding Ice Strike and revealing Coral Capuchin: 1d10 + 7 + 3d6 + 1d4 ⇒ (1) + 7 + (6, 6, 5) + (3) = 28 Defeated; banished.
The creature dissipates and floats away. Maznar's eyes return to normal, and he slumps to the deck.
Divine 14 to recharge Ice Strike, revealing Coral Capuchin: 1d10 + 7 + 1d4 ⇒ (6) + 7 + (2) = 15 Recharged
Intelligence 7 to close Tempest Cay, discarding Blessing of Gorum and revealing Coral Capuchin: 1d6 + 1d6 + 1d4 ⇒ (2) + (1) + (2) = 5 Failure, using shirt reroll
Shirt reroll of the d6 1: 1d6 ⇒ 3 Yeesh, that just makes it. Location closed
On closed, move to random location.
Location to be moved to: 1d6 ⇒ 2 Windward Isle
Reveal Ring of Regeneration to recharge random card from discards
Random card: 1d3 ⇒ 3 Blessing of Gorum
Reset hand and end turn.
EDIT: I forgot the electricity damage for not examining as per Onigumo power. Am putting that roll here, so as not to interfere with the other rolls.
Electricity damage: 1d4 ⇒ 1 Discard Benevolent Buckler for damage
There are now four things in the discard pile, so rerolling the Ring recharge: 1d4 ⇒ 2 That's Bear not the Blessing
Hand: Blessing of the Green Faith 1, Coral Capuchin (acquired), Ring of Regeneration, Baby Triceratops, Vengeful Storm, Ophidian Armor, Venomous Bolt,
Displayed:
Deck: 13 Discard: 3 Buried: 2
Notes: Blessing as needed. Anyone at his location can feel free to recharge the Benevolent Buckler to reduce combat damage by 2. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used, Scenario 5-6C: yes, indeed
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [X] +2 [X] +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 ([X] 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.
[X] When you defeat a bane that has the Animal, Plant or Fey trait, you may recharge a random card from your discard pile.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6C: Paths in the Sky
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Barge
Powers
While displayed at your location, you may recharge a card to display Onigumo at a location, then move to that location and examine the top card of the location. If you are commanding a ship, other characters cannot move with you.
While displayed at your location, when you encounter a monster that has the Aquatic trait, you may recharge a card to evade it.
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-When you encounter a bane that has the Weather trait, you may recharge a card to evade it.
-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.
-When you discard cards for structural damage, they must be either spells or discarded at random.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
Powers
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Electricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
Monster 6
Traits
Human
Warrior
Check
Combat
21
Powers
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Monster 6
Traits
Human
Pirate
Check
Combat
22
Powers
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
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 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
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
Obstacle
Magic
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Perception
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Barrier 5
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 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 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 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 6
Traits
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
15
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
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 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 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
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 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 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 4
Traits
Light Armor
Magic
Aquatic
Swashbuckling
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
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 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 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
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 4
Traits
Accessory
Magic
Healing
Check
Constitution
Fortitude
10
Powers
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.
Item 2
Traits
Accessory
Magic
Check
Wisdom
Divine
Melee
8
Powers
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
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 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 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 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Ally 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.
Blessing C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Turn: 7 Agna/WilderRedbeard
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 23
Blessings Deck
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
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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 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
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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
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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
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 B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Villain Monster 6
Traits
Undead
Dragon
Aquatic
Check
Combat
32
THEN
Combat
32
Powers
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Monster 2
Traits
Elf
Pirate
Veteran
Check
Combat
13
Powers
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
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.
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.
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: Olenjack,
Notes: Onigumo displayed
Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Jirelle, Agna, Enora, Maznar
Notes:
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.
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.
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.
Henchman Monster 3
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Half-Orc
Fighter
Pirate
Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
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.
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.
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.
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.
Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Notes:
Henchman Monster 3
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Undead
Aquatic
Check
Combat
22
OR
Wisdom
Divine
18
Powers
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Item 6
Traits
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
Check
Intelligence
Craft
13
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
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.
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.
Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Notes: Find Traps
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.
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.
Barrier B
Traits
Cache
Task
Veteran
Check
Intelligence
Knowledge
7
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated
Henchman Monster 3
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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 6
Traits
Trap
Alchemical
Fire
Check
Dexterity
Acrobatics
18
OR
Disable
Craft
14
Powers
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
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.
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.
Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:4 ?:1
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.
Spell 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Henchman Monster 3
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spell 6
Traits
Magic
Divine
Attack
Acid
Cold
Electricity
Check
Wisdom
Divine
14
Powers
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
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.
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.
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 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.
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.
Widowmaker Isle
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
| Agna - WilderRedbeard |
Off turn: During Olenjack's turn, draw Vampire Squid
Start of turn: The hour of the Gods
Give Old Salt's Rapier to Jirelle
Move with everyone to Tempest Cay
Recharge Blessing of Kelizandri to move to Fog Bank and examine the top card: Blessing of Kelizandri. Shuffle location.
Free explore of top card: 1d8 ⇒ 7:
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.
Combat 11: 2d10 + 6 + 1d8 + 1 + 1d4 + 2 ⇒ (1, 3) + 6 + (6) + 1 + (4) + 2 = 23 defeated & banished
Recharge Monkey to explore next card (ignoring 7): 1d8 ⇒ 6:
Traits
Trap
Alchemical
Fire
Check
Dexterity
Acrobatics
18
OR
Disable
Craft
14
Powers
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Dexterity 18: 3d8 + 1d4 + 2 ⇒ (2, 7, 6) + (4) + 2 = 21 defeated
Fire damage: 1d4 ⇒ 3 Discard Masterwork Tools, Monkey and Seaborne Trident.
Recharge Vampire Squid to move to Windward Isle
Draw a card: Cloud Puff
End turn and examine the bottom card of location: Hull Damage (Barrier 1)
Reset hand.
Hand: Huntsman's Greatsword +2, Ursine Rageskin, Cloud Puff, Archaeopteryx, Moose, Shadowcat, Blessing of Abadar, Blessing of the Everbloom,
Displayed: Aspect of the Bull,
Deck: 8 Discard: 5 Buried: 0
Current Location: Windward Isle
Hero Points Available/Used: 7/2
NOTES:
Available Support: Blessings, Cloud Puff and Shadowcat available.
Other: Dice Re-Roll Used for 5-6C?: 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)( [X]+2) to your check.
Turn Summary:
Gave Old Salt's Rapier to Jirelle
Everyone moves to Tempest Cay
Cleared cards 6 & 7 from Fog Bank, location shuffled
Onigumo is currently at Windward Isle
Bottom card of Windward Isle is Hull Damage barrier
| Enora WotR-EmpTyger |
(During Olenjack's turn)
Windward Isle: Drawing Coordinated Blast
(Enora's turn)
Blessing 1: Hshurha o'clock
Moving to Windward Isle, taking Jirelle, Maznar, and Olenjack. Each may draw a card.
Windward Isle: Drawing Blessing of Qi Zhong
Shuffled Fog Bank: 1d8 ⇒ 3
Taking Onigumo to Fog Bank by recharging Coordinated Blast and examining Fog Bank 3: Treasure Hunt
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
Fog Bank is shuffled
Shuffled Fog Bank: 1d8 ⇒ 3
Exploring Fog Bank 3: Treasure Hunt
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
Revealing Chronicler by revealing Book, revealing Book.
Knowledge 7+6=13: 1d12 + 7 + 1d6 + 1d4 + 1 ⇒ (12) + 7 + (5) + (2) + 1 = 27
Drawing Random Item 1: Skeleton Anchor
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.
Everyone can attempt a INT/Knowledge 13 check to draw a random Item.
Treasure Hunt is banished.
Shuffled Fog Bank: 1d8 ⇒ 2
Discarding Blessing of the Seventh Veil to explore Fog Bank 2: Cyclops
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.
Ice and Fire is examined and recharged.
Banishing Life Drain to recovery, revealing Binder's Tome, revealing Book, using Blessing of the Seventh Veil
Combat 22: 2d12 + 5 + 2d4 + 1d4 + 1d4 + 1 ⇒ (8, 1) + 5 + (1, 3) + (3) + (3) + 1 = 25
Blessing of the Seventh Veil is healed. Cyclops is banished
Shuffled Fog Bank: 1d8 ⇒ 8
Revealing and recharging Blessing of Qi Zhong with WIS hour to heal Blessing of the Master of Masters and explore Fog Bank 8: Righteousness
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.
Revealing Chronicler by revealing Book, revealing Book
Knowledge 11: 1d12 + 7 + 1d6 + 1d4 + 1 ⇒ (4) + 7 + (6) + (3) + 1 = 21
Righteousness is acquired
Shuffled Fog Bank: 1d5 ⇒ 1
Discarding Ice Chemist to explore Fog Bank 1: Blessing of Kelizandri
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.
Revealing Book
CON 5: 1d4 + 1 + 1d4 + 1 ⇒ (1) + 1 + (1) + 1 = 4
Blessing of Kelizandri is banished
Shuffled Fog Bank: 1d2 + 3 ⇒ (1) + 3 = 4
Discarding Chronicler to explore Fog Bank 4: Lightning Elemental
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Electricity damage: 1d4 ⇒ 4
Discarding Skeleton Anchor, Staff of Weather, Binder's Tome, Eagle Aerie for 4 Electricity damage
Revealing Evocation Staff by discarding Righteousness. Maznar recharges Blessing of the Green Faith
Combat 17: 2d12 + 5 + 1d10 ⇒ (3, 9) + 5 + (6) = 23
Eagle Aerie is recharged. Lightning Elemental is banished
Closing Fog Bank: Recharging Evocation Staff.
Fog Bank is closed. Drawing Fire Snake.
Taking Onigumo to Windward Isle by recharging Fire Snake and examining Windward Isle 1: Shark-Eating Crab
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.
Windward Isle: Drawing Vampire Bat
Recharging Vampire Bat to examine Shark-Eating Crab and heal Skeleton Anchor
Ending turn. Recovery: Maznar reveals Animal
Arcane 9: 1d12 + 5 + 1d4 ⇒ (12) + 5 + (1) = 18
Life Drain is recharged. Resetting hand
(At the start of Jirelle's turn)
Displaying Arcane Cannonade. Righteousness is recharged
(From the logbook of Enora, ship's engineer of the Apparatus of the Octopus)
With Agna having finished clearing the firedrake nest, which I borrowed the onigumo to examine more closely, keeping the bones within for use in reinforcing the anchor chain (see: "Necromantic Alloys" by Xenara Deathsteel), this external investigation brought me to the attention of a violently disturbed cyclops below, Ollyzorus's fanciful notions of Kelizandrian infiltrators aside (see: "Gilligus Geonificus and the Drowned Lord's Command" by A. F. S. Williamson); a more likely hypothesis being the righteous anger of a giant awoken by the noise of the onigumo (see: "Sleep with One-Eye Open" by Warlord Valvar).
With the exuding clouds nearly finished dissipating, a rogue lightning elemental, by whose surge the ship's systems were momentarily brought offline, I banished by manually restarting the evocation cannon before the device had fully discharged. Absorbing a high quantity of static energy, after redocking the oni craft, I once more directed my familiar to revitalize by feeding on giant crustaceans.
Hand: Spellbook, Cloudburst, Repulsion, Evocation Staff (reveal and discard a spell to evade and reload local monster), Blessing of the Lady of Graves (discard to double bless Undead/bury after roll to add or subtract WIS die from result; discard if top blessing is Pharasma), Fire Snake, Blessing of Qi Zhong (bless; recharge if top blessing acquires with WIS),
Displayed: Arcane Cannonade (display for 1d6 to all combat),
Deck: 11 Discard: 4 Buried: 0
Notes: (3 spells)
Ask before using: Blessing of Qi Zhong; Blessing of the Lady of Graves
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Evocation Staff
Strength d6 [] +1
Dexterity d6 [X] +1 [X] +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 ([X] +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: 10
Summary:
Fog Bank 8 is acquired.
Random Item 1 is acquired.
Fog Bank is closed.
Jirelle, Olenjack, and Maznar may move to Windward Isle.
Maznar recharged Blessing of the Green Faith.
Everyone may make an INT/Knowledge 13 Treasure Hunt check to acquire a random Item.
Enora is at Windward Isle.
Onigumo is at Windward Isle.
| Maznar - Chthonicthul |
Off-turn: Recharge Blessing of the Green Faith for Enora check.
Off-turn: Draw card for moving to Windward Isle: Seaborne Trident +1
Hand: Seaborne Trident +1, Coral Capuchin (acquired), Ring of Regeneration, Baby Triceratops, Vengeful Storm, Ophidian Armor, Venomous Bolt,
Displayed:
Deck: 13 Discard: 3 Buried: 2
Notes: Anyone at his location can feel free to recharge the Benevolent Buckler to reduce combat damage by 2. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used, Scenario 5-6C: yes, indeed
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [X] +2 [X] +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 ([X] 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.
[X] When you defeat a bane that has the Animal, Plant or Fey trait, you may recharge a random card from your discard pile.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6C: Paths in the Sky
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Barge
Powers
While displayed at your location, you may recharge a card to display Onigumo at a location, then move to that location and examine the top card of the location. If you are commanding a ship, other characters cannot move with you.
While displayed at your location, when you encounter a monster that has the Aquatic trait, you may recharge a card to evade it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
-If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
-At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Hag
Aquatic
Check
Combat
11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Monster 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 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 3
Traits
Aberration
Manticore
Check
Combat
12
Powers
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Monster B
Traits
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.
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 3
Traits
Trap
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Barrier 5
Traits
Obstacle
Weather
Check
Wisdom
Survival
15
Powers
If undefeated, move to a random open location and shuffle this card into that location.
Barrier 5
Traits
Task
Fire
Check
Dexterity
Disable
Wisdom
Perception
12
Powers
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Barrier B
Traits
Cache
Lock
Veteran
Check
Strength
Melee
10
OR
Dexterity
Disable
9
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 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 5
Traits
Mace
Melee
Bludgeoning
Magic
Check
Strength
Melee
Divine
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Weapon 4
Traits
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 6
Traits
Magic
Divine
Attack
Acid
Cold
Electricity
Check
Wisdom
Divine
14
Powers
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 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 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
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
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 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
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
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 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Item B
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item 2
Traits
Wand
Attack
Fire
Magic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Ally B
Traits
Human
Cleric
Pirate
Check
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 5
Traits
Half-elf
Rogue
Captain
Pirate
Check
Dexterity
Ranged
9
THEN
Charisma
Diplomacy
12
Powers
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
Ally 4
Traits
Lycanthrope
Captain
Pirate
Check
Wisdom
Survival
8
THEN
Charisma
Diplomacy
11
Powers
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 2
Traits
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.
Ally B
Traits
Gnome
Pirate
Check
Charisma
Diplomacy
6
Powers
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 9 Jirelle/skizzerz
Top of Blessing Discard Pile: Blessing of Achaekek
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 21
Blessings Deck
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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 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
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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
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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
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 B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Villain Monster 6
Traits
Undead
Dragon
Aquatic
Check
Combat
32
THEN
Combat
32
Powers
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Monster 2
Traits
Elf
Pirate
Veteran
Check
Combat
13
Powers
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
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.
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.
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
Notes:
Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Enora, Agna, Olenjack, Jirelle, Maznar
Notes: Onigumo displayed
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.
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.
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.
Henchman Monster 3
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Half-Orc
Fighter
Pirate
Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
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.
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.
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.
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.
Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Notes:
Henchman Monster 3
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Undead
Aquatic
Check
Combat
22
OR
Wisdom
Divine
18
Powers
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Item 6
Traits
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
Check
Intelligence
Craft
13
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
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.
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.
Fog Bank
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:
Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:4 ?:1
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.
Spell 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Henchman Monster 3
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spell 6
Traits
Magic
Divine
Attack
Acid
Cold
Electricity
Check
Wisdom
Divine
14
Powers
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
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.
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.
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 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.
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.
Widowmaker Isle
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 |
Off-turn: receive Old Salt's Rapier +2 from Agna. Draw Blessing of Droskar on Enora's turn.
Off-turn: Attempt check against Treasure Hunt, choosing Intelligence and revealing Corrosive Backsword +4 and Brine's Sting. Maznar reveals an animal. Intelligence 13: 1d10 + 1d6 + 10 + 1d4 ⇒ (9) + (5) + 10 + (3) = 27 Autosucceed. Draw Random Item #1 Periscope. Choose not to examine from Corrosive Backsword's power.
Hour of Acheakek. Between my start of turn and move steps, recharge Armor of Skulls to move myself and Onigumo to Rocky Cliff and examine the top card (Lightning Elemental). For my move step, stay put, then call bane with Fortune-Teller and encounter Lightning Elemental.
Lightning Elemental: It was examined this turn, so no Electricity damage from scenario power. Reveal Brine's Sting. Combat 17: 1d10 + 2d4 + 8 ⇒ (7) + (4, 1) + 8 = 20 Passed. Banish Periscope to close Rocky Cliff. On closing, examine top card of Windward Isle. It's a non-story bane monster, so Windward Isle 1 (Shark-Eating Crab) is banished.
Recharge Brine's Sting to move myself and Onigumo to Holy Isle and examine the top card (Blessing of the Gods). Since I closed the location during my move step, I can still explore this turn, so take my free explore.
Holy Isle 1: Blessing of the Gods. Automatically acquired. Reload Vizier to examine the top card of Holy Isle (Shapechange), then discard it to explore.
Holy Isle 2: Shapechange. Really wishing I didn't get rid of Vizier right then... it would've let me add 1d8+4 to my check to acquire this. Take the Wisdom check. Agna discards Blessing of the Everbloom to bless twice. I reveal Old Salt's Rapier. Wisdom 13: 3d8 ⇒ (5, 1, 8) = 14 Acquired. Discard Blessing of the Gods to explore.
Holy Isle 3: Lightning Elemental. It was not examined, so suffer 1d4 ⇒ 3 Electricity damage. Discard Diviner's Blight to damage, which counts as up to 4 cards and lets me draw 2 cards (Keen Rapier +3, Councilor's Ring). Reveal Keen Rapier +3. Combat 17: 1d10 + 2d4 + 9 ⇒ (4) + (3, 2) + 9 = 18 Defeated, attempt to close.
Closing: Bury Councilor's Ring and reveal Keen Rapier +3. Wisdom 7: 1d8 + 1d20 ⇒ (6) + (15) = 21 Holy Isle is closed. Recharge all blessings from my discards per closed effect.
Bury Old Salt's Rapier to randomly recharge 1d4 ⇒ 3 cards from discards (Vizier, Fencer, Diviner's Blight). Then, recharge Shapechange to move myself and Onigumo back to Windward Isle, examining Bottled Lightning. For moving to Windward Isle, draw Magic Spyglass. End of turn use my character power to move everyone to Tempest Cay. Onigumo remains at Windward Isle.
The way forward is mostly clear, only a small handful of storms kicked up by lightning elementals remain. Jirelle knows that fighting the undead dragon in the midst of a storm is a bad idea, so taking them out early affords them extra time and might against the beast. She first loops back towards the location of one elemental they've previously scouted, quickly getting the drop on it and dispatching it without much trouble. Jirelle then sets off towards what appears to be the sole holy spot in this accursed country and shortly finds the elemental there as well, but not before it could get the drop on her and shock her a bit.
She loops back to rejoin the others afterwards, tallying the scroll and small handful of loot she managed to find in her short time at the holy isle.
Hand: Blessing of Maat, Corrosive Backsword +4, Keen Rapier +3, Fortune-Teller, Blessing of Droskar, Magic Spyglass,
Displayed:
Deck: 18 Discard: 0 Buried: 2
"Notes: Blessings available, if any. Magic Spyglass available (please use it!)
5-6C: Playmat available, Paizo reroll available"
Sideboard cards:
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3
Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).
Agna discards Blessing of the Everbloom.
Windward Isle 1 banished.
Rocky Cliff closed.
Holy Isle closed.
Everyone's at Tempest Cay.
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6C: Paths in the Sky
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Barge
Powers
While displayed at your location, you may recharge a card to display Onigumo at a location, then move to that location and examine the top card of the location. If you are commanding a ship, other characters cannot move with you.
While displayed at your location, when you encounter a monster that has the Aquatic trait, you may recharge a card to evade it.
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-Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
-If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
-At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.
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Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Monster 6
Traits
Human
Pirate
Check
Combat
22
Powers
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
Monster 2
Traits
Elf
Pirate
Veteran
Check
Combat
13
Powers
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Monster 6
Traits
Aberration
Aquatic
Check
Combat
23
Powers
Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location must move to this location.
Monster 6
Traits
Human
Pirate
Check
Combat
22
Powers
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
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 6
Traits
Trap
Magic
Check
Intelligence
Arcane
13
Powers
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
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 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.
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 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 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 6
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as a 7.
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.
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 2
Traits
Magic
Arcane
Healing
Check
Magic
Arcane
Healing
8
Powers
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 3
Traits
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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re 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 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Item 2
Traits
Tool
Swashbuckling
Besmara
Check
Wisdom
Survival
8
Powers
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
Item 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
Tool
Check
Wisdom
Survival
8
Powers
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Item 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 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 C
Traits
Human
Pirate
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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.
Blessing B
Traits
Divine
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 10 Olenjack/Yewstance
Top of Blessing Discard Pile: Blessing of the Gods
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 20
Blessings Deck
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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 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
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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
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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
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 B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Villain Monster 6
Traits
Undead
Dragon
Aquatic
Check
Combat
32
THEN
Combat
32
Powers
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Monster 2
Traits
Elf
Pirate
Veteran
Check
Combat
13
Powers
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
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.
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.
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: Jirelle, Enora, Agna, Olenjack, Maznar
Notes:
Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M:1 Ba:2 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Notes: Onigumo displayed
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.
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.
Henchman Monster 3
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Half-Orc
Fighter
Pirate
Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
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.
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.
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.
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.
Rocky Cliff
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:
Fog Bank
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:
Holy Isle
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:
Widowmaker Isle
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
| Olenjack, the Measured |
Sorry for the delay with my turn. It's a busy time to be working in IT...
OFF-TURN:
Enora's Turn: Olenjack draws Blessing of Wadjet.
Pass on attempting Treasure Hunt.
========================
Olenjack starts his turn.
Blessing of the Gods discarded from the blessings deck.
Olenjack moves with everyone to the Windward Isle.
Windward Isle: Olenjack draws Razorglass Knife; all other characters may also draw a card.
Olenjack takes his free exploration.
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.
Banished.
Olenjack discards Wayfinder to examine the top card of his location...
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.
Dexterity 11 (Maznar, Blessing of Wadjet): 1d8 + 4 + 2d4 ⇒ (6) + 4 + (3, 1) = 14 -> Pass.
Acquired.
Defeated.
Banished.
Olenjack recharges The Viper to exchange Wyvern Poison (Core) 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 Wayfinder to examine the top card of his location...
Henchman Monster 3
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Card #: 1d7 + 2 ⇒ (7) + 2 = 9
Barrier 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Intelligence 12 (Blessed*2, Maznar): 3d8 + 1d4 ⇒ (3, 3, 6) + (2) = 14 -> Pass.
Defeated.
Olenjack co-ordinates with captain Jirelle to ensure that no stone is left unturned as they hunt down and destroy the physical forms of each lightning elemental they can find. Maznar remains at the bridge of the vessel, focusing entirely on his weather-controlling magic, wresting control of the winds back to the crew's favor bit by bit as the chain of elementals falls apart under the strange weaponry of the Onigumo, modified so extensively by Enora.
A stray bolt of lightning collides with the Onigumo; rendering much of its weaponry inert and damaging a part of the hull; the latter reported by Agna as she runs to the bridge where Olenjack and Jirelle oversee the situation. Captain Jirelle orders Enora to get to work bringing the weapons back to working shape, whilst Olenjack hand-picks a crew to work on repairing the hull, delegating Agna to oversee the operations and make sure no fractures are left without patches.
Olenjack discards Compass to explore again.
Card #: 1d6 + 2 ⇒ (5) + 2 = 7
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.
This is the ideal time of the scenario (right before the end) to use Razorglass Knife to it's full potential...
Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
Razorglass Knife: Olenjack buries Merrill Pegsworthy, Baby Triceratops, Wyvern Poison (Core) from his discards to add 6d4 to his combat check.
Combat/Dexterity 20 (Maznar, Razorglass Knife, Arcane Cannonade): 1d8 + 4 + 2d4 + 2 + 1d4 + 6d4 + 1d6 ⇒ (2) + 4 + (2, 3) + 2 + (3) + (3, 1, 2, 4, 2, 2) + (5) = 35 -> Pass.
Defeated; Olenjack displays Steal Soul.
As the ship blasts strange, floating monsters from their path, Olenjack feels the curious dreamstone he'd swiped days ago stir in his concealed pocket. Turning away from Jirelle, he brings it out and peers into it's curiously-deep, translucent insides. Light seems to bleed through the corners of its delicate cutting... or is light falling into the rock?
Perhaps he should have Enora have a look at it after all. As long as she doesn't question where he got it. He must admit, though, it's continued presence close to his heart - the odd mental whispers aside - is... invigorating.
My explorations are beginning to run low, so I'll now take Jirelle up on her offer.
Jirelle discards Magic Spyglass to examine the top 3 cards of the Windward Isle...
Card # {3,4,5,6,8}: 1d5 ⇒ 2
Card # {3,5,6,8}: 1d4 ⇒ 2
Card # {3,6,8}: 1d3 ⇒ 3
Ally 1
Traits
Half-Orc
Fighter
Pirate
Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
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.
For the sake of argument, I'll return them in the following order...
Cut-Throat Grok
Zul
Alkali Flask
Distributing weapons, potions and their stocks of alchemical grenades among the crew, Olenjack hurries back and forth above and below decks as the storms continue to clear, until Jirelle gives the order to prepare for combat against the skeletal dragon - just as the creature once again notices the Onigumo amidst the clearing storm-clouds.
Well, no point in continuing to look for boons; so let's try my luck against the villain.
Onigumo: Olenjack recharges Blessing of Wadjet to move Onigumo and himself to the Coastline, examining the villain on top of the location.
Olenjack discards Wayfarer to explore his location, adding 2d6 to all checks during this exploration.
Villain Monster 6
Traits
Undead
Dragon
Aquatic
Check
Combat
32
THEN
Combat
32
Powers
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Olenjack does not have any support to provide for the guarding checks.
Olenjack will place his encounter with the villain in spoilers below, assuming no support from the party is available to him.
Dexterity 14 (Steal Soul, Wayfarer): 1d8 + 4 + 1d4 + 2d6 ⇒ (6) + 4 + (1) + (5, 2) = 18 -> Pass; Olenjack takes 2 Electricity damage but reveals Steel Ibis Lamellar to reduce the damage dealt by 3, to 0.
Combat Check #1: Olenjack reveals Humanbane Crossbow +2 to use Dexterity +1d10+2.
Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
Embalming Fluid ignores Brinebones's immunities to Poison.
Olenjack recharges Steel Ibis Lamellar to add another 1d6 to his Dexterity check.
I won't have any blessings used; my odds are deceptively high already thanks to so many stacked d6s and d4s on this exploration, and it leaves me more post-roll options by not using a blessing. Blessing of Maat can add 3 post-roll, my Blessing of the Savored Sting can let me reroll and bless twice and our ship lets me pass on a 30. Then I still have Hero Point and Paizo rerolls as needed.
Combat/Dexterity 32 (Embalming Fluid, Steel Ibis Lamellar, Steal Soul, Wayfarer, Arcane Cannonade): 1d8 + 4 + 1d10 + 2 + 2 + 1d6 + 1d4 + 2d6 + 1d6 ⇒ (7) + 4 + (10) + 2 + 2 + (1) + (4) + (2, 1) + (3) = 36 -> 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 Forensic Physician from his deck.
Time to go all-out on the second, though I'll still pass on blessings since my Blessing of the Savored Sting is better (and doesn't quite work like 'freely' does post-Core).
Combat Check #2: Olenjack reveals Humanbane Crossbow +2 to use Dexterity +1d10+2.
Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
Embalming Fluid ignores Brinebones's immunities to Poison.
Olenjack freely recharges Razorglass Knife to add 2d4 to his combat check.
Olenjack recharges Old Salt to add 6.
Combat/Dexterity 32 (Embalming Fluid, Razorglass Knife, Old Salt, Steal Soul, Wayfarer, Arcane Cannonade): 1d8 + 4 + 1d10 + 2 + 2 + 2d4 + 6 + 1d4 + 2d6 + 1d6 ⇒ (1) + 4 + (9) + 2 + 2 + (3, 3) + 6 + (4) + (5, 3) + (1) = 43 -> 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; no blessings needed at all. :)
Assuming Windward Isle was guarded by any 1 character; we win!
If so: Olenjack banishes Steal Soul.
Hand: Humanbane Crossbow +2, Embalming Fluid, Blessing of the Savored Sting,
Displayed: Steal Soul,
Deck: 14 Discard: 4 Buried: 3
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
| BR Mork |
DEVELOPMENT:
The undead dragon ends not with a bang, but a whimper, a simple sigh as it crumbles into dust. With the final threat out of the way and the path fully prepared, you’re able to slip through Akinaru’s province quickly and quietly, leaving his minions none the wiser.
Soon, the beautiful but gloomy blue spires of Ushiojou rise in the distance. Through your spyglass, you see a banner flying in various places on the battlements: a shattered phoenix.
Is Akinaru expecting you? What can you say to your former ally turned horrific monstrosity?
SCENARIO REWARD:
the spell Vengeful Storm and 1 character may temporarily replace 1 weapon in his deck with
the loot Crossbow of Retribution. At the end of each scenario, return these cards to the game box.
Spell 6
Traits
Magic
Divine
Attack
Acid
Cold
Electricity
Check
Wisdom
Divine
14
Powers
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
Loot Weapon 6
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.
ACQUIRED CARDS:
Weapon 3 Humanbane Crossbow +2
Weapon 6 Old Salt's Rapier +2
Spell B Instant Armor
Spell 5 Raise Dead
Spell 5 Righteousness
Spell 6 Shapechange
Spell B Speed
Armor 1 Benevolent Buckler
Armor 1 Benevolent Buckler
Item B Sapphire of Intelligence
Item 4 Skeleton Anchor
Ally 5 Albatross
Ally 6 Baby Triceratops
Ally 1 Coral Capuchin
Ally 2 Merrill Pegsworthy
Ally 1 Rosie Cusswell
Ally 3 Slip
Blessing C Blessing of the Gods
| BR Mork |
5-6D: The Siege of Ushiojou
It turns out your musing about Akinaru was getting a bit ahead of yourself. The oni might be new here, but he’s set up a devious array of minions and traps to protect himself. You won’t be reaching him any time soon.
You sigh. Invisibility, your go-to tactic of late, availed you little, as Akinaru placed sentries with the power to see through illusions. When you tried to use teleportation magic to skip through the walls, you found that Akinaru had found a way to prevent the dimensional intrusion, though the way the oni in the castle can still teleport, it must be keyed to allow them access... or specifically to stop you!
As you fight your way through the castle, Akinaru’s image appears before you. This is the oni that betrayed you seemingly a lifetime ago. It is almost difficult to remember how helpful he was in getting you out of the tapestry. But suddenly, those memories come flooding back as your great foe... apologizes?
“I see you have passed my little test,” he says. “I’m proud of you, truly. I can sense you’ve been forged into something... more... by the crucible in which I left you. Just as I have changed. I was rash when I realized what Hao Jin had done to my former ward, and I apologize for my abruptness. Perhaps you too have grown in wisdom as well since then? Those who made the rules of the kami are horrific in a way you can’t imagine. One little ‘mistake,’ even something outside your control like what Hao Jin did to me, and you drift forever in a netherworld of nothingness, able only to see the mortal world but never to touch it again... at least unless you become an oni. I’m trying to free those poor souls, just as we escaped together from the Tapestry. Surely you see now my cause is just?”
This is not what you expected, but you shake your head. Akinaru’s plan may have a gentler veneer than before, but ultimately, it would unleash an invasion of evil creatures upon the world.
“Come to me and I will give you one last chance,” he sighs sadly as his image disappears and his defenses renew in full force.
VILLAIN:
NONE
HENCHMEN:
PARALICTOR VALERIA ASPERIXUS
CANNON GOLEM
CRYPTIC RUNES
LUCCARIA
DRAUGR CAPTAINS
LOCATIONS:
1 FORT HAZARD
1 LUCREHOLD
2 SHRINE TO NORGORBER
3 TORTURE PIT
4 HALL OF CHAMPIONS
5 MURDER HOLE
6 TOWER
DURING THIS SCENARIO:
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6D: The Siege of Ushiojou
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 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
Hag
Aquatic
Check
Combat
11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Monster 4
Traits
Dwarf
Fighter
Pirate
Check
Combat
19
Powers
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Monster 5
Traits
Aberration
Aquatic
Swarm
Check
Combat
18
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Barrier C
Traits
Cache
Lock
Pirate
Check
Dexterity
Disable
11
OR
Strength
Melee
13
Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 6
Traits
Trap
Alchemical
Fire
Check
Dexterity
Acrobatics
18
OR
Disable
Craft
14
Powers
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
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 6
Traits
Trap
Alchemical
Fire
Check
Dexterity
Acrobatics
18
OR
Disable
Craft
14
Powers
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
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 3
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
Weapon 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 4
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Traits
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
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 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Traits
Magic
Arcane
Healing
Check
Magic
Arcane
Healing
8
Powers
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 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
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 6
Traits
Magic
Divine
Attack
Acid
Cold
Electricity
Check
Wisdom
Divine
14
Powers
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
Armor 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 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 6
Traits
Staff
Magic
Check
Intelligence
Arcane
12
Powers
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
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 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 5
Traits
Accessory
Magic
Swashbuckling
Check
Charisma
Diplomacy
13
Powers
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
Item 5
Traits
Liquid
Attack
Electricity
Ranged
Alchemical
Check
Intelligence
Craft
11
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Ally C
Traits
Human
Cleric
Pirate
Check
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally B
Traits
Human
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
Half-Orc
Fighter
Pirate
Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 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 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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn: 1 Maznar/Chthonicthul
Top of Blessing Discard Pile: Blessing of Gorum
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 29
Blessings Deck
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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.
Fort Hazard
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Henchman Monster 6
Traits
Construct
Golem
Check
Combat
24
Powers
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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
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.
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.
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.
Monster 2
Traits
Animal
Aquatic
Swarm
Check
Combat
16
OR
Dexterity
Acrobatics
10
Powers
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreated by 5.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Notes: Ship anchored
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.
Henchman Barrier 3
Traits
Cache
Trap
Alchemical
Check
Intelligence
Craft
Knowledge
10
Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then 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.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
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.
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.
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.
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
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.
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 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.
Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M:3 Ba:1 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?: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.
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.
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.
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.
Weapon 6
Traits
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 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.
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
Barrier 6
Traits
Skirmish
Check
None
Powers
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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 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
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.
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.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
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.
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.
Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M:2 Ba:0 W:4 Sp:0 Ar:3 I:0 Al:0 Bl:0 ?:1
Weapon 6
Traits
Polearm
Melee
Piercing
Poison
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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.
Henchman Monster 5
Traits
Human
Cleric
Check
Combat
19
Powers
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster B
Traits
Human
Warrior
Veteran
Check
Combat
8
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
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.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Armor 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster C
Traits
Human
Pirate
Veteran
Check
Combat
9
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
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.
Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M:6 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:1
Henchman Monster 6
Traits
Human
Hellknight
Check
Combat
35
Powers
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 5
Traits
Human
Aristocrat
Pirate
Check
Charisma
Diplomacy
13
Powers
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 1
Traits
Human
Rogue
Pirate
Check
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 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
Animal
Aquatic
Check
Combat
23
Powers
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
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.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Monster 6
Traits
Human
Pirate
Check
Combat
22
Powers
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
| Agna - WilderRedbeard |
Monkey in for Dancing Mace +2.
Start at Lucrehold with everyone else.
After drawing legit starting hand, draw 2 more cards.
Hand: Seaborne Trident +1, Ursine Rageskin, Masterwork Tools, Cloud Puff, Shadowcat, Moose, Monkey, Fire Gecko, Aspect of the Bull, Blessing of Kelizandri,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Lucrehold
Hero Points Available/Used: 8/2
NOTES:
Available Support: Blessing, Cloud Puff and Shadowcat available.
Other: Dice Re-Roll Used for 5-6D?: 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)( [X]+2) to your check.
At the start of the first turn examine the top 2 cards of Hall of Champions
Card 2: Luccaria (Henchman Monster 5)
Leave cards in that order.
| Enora WotR-EmpTyger |
Hero Point: Card Feat: 5 blessings (taking Blessing of the Spellbound)
Upgrading Spell 5 Fire Barrage into Spell 6 Icicle Swarm
Replacing Staff of Weather with Magnetic Tome. Replacing Binder's Tome with Loot Staff of Weather.
Replacing Chronicler with Loot Avimar Sorrinash
Unless someone volunteers another ship, using Roaring Dragon for our ship
Drawing 2 cards.
Examining Lucrehold 1: Alchemical Glue, Lucrehold 2: Cryptic Runes
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.
Traits
Cache
Trap
Alchemical
Check
Intelligence
Craft
Knowledge
10
Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Move Cryptic Runes on top
(From the logbook of Enora, ship's engineer of the Roaring Dragon)
While Ollyzorus has been applied some frost shielding to reduce our vessel's heat signature, I have been attempting to bypass the magical defenses of Ushiojou, which I concede may require a piratical tenacity rather than simply increasing the arcane power. Thus I have consulted with Captain Avimar, who having been reassured that his particular condition would not be a detrimental factor among our company, with the moon's cloud cover being controlled by our aeromantic regulator, has indicated the alchemical and runic bases for the stronghold's initial defenses.
Hand: Avimar Sorrinash, Evocation Staff (reveal and discard a spell to evade and reload local monster), Blessing of the Seventh Veil (bless/double bless if non-combat INT/CHA; recharge if top blessing is Sivanah), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat), Life Drain, Blessing of the Master of Masters (bless/double bless if INT; recharge if top blessing is Irori), Blessing of the Lady of Graves (discard to double bless Undead/bury after roll to add or subtract WIS die from result; discard if top blessing is Pharasma), Icicle Swarm, Ice Chemist (reveal to add 1d4 to local Cold), Ice and Fire,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: (4 spells)
Ask before using: Blessing of the Seventh Veil; Blessing of the Master of Masters; Blessing of the Lady of Graves
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Ice Chemist; Coordinated Blast
Strength d6 [] +1
Dexterity d6 [X] +1 [X] +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 ([X] +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: 10
| Olenjack, the Measured |
LOOT: Valet -> Ederleigh Baines
LOOT: Venture-Captain -> Master of the Gales
LOOT: Alchemical Cartridges -> Immortal Dreamstone
LOOT: Venomous Heavy Crossbow +2 -> Crossbow of Retribution
A tricky set of scenario powers... I like it!
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: Razorglass Knife, Lucky Rifle +2, Steal Soul, Steel Ibis Lamellar, Wyvern Poison (Core), Robe of Items, Embalming Fluid, Old Salt, Wayfarer, Blessing of Kofusachi,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 7
NOTES:
Available Support: Razorglass Knife - Freely recharge to add 2d4 to a local combat check using a weapon
Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check after the roll
Other: At the start of Olenjack's first turn, he'll give Steal Soul to whomever requests it (defaulting to Enora if nobody explicitly asks).If the henchman at the Lucrehold is defeated before or during Enora's turn, then Olenjack will display Steal Soul himself on its defeat, since he probably won't have the chance to hand it off if Enora moves.
If the hour has a Constitution CtA: Olenjack will recharge Blessing of Kofusachi to search and draw Wayfinder from his deck.
Middle of Deck (Unknown Order): Master of the Gales, Ederleigh Baines, Immortal Dreamstone, Blessing of the Savored Sting, Delve, Old Salt (2), Crossbow of Retribution, Wayfinder, Blessing of Wadjet, The Viper, Forensic Physician, Compass
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).
[X] 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.
At the start of the first turn, Olenjack examines the top 2 cards of Fort Hazard, and switches their order.
Henchman Monster 6
Traits
Construct
Golem
Check
Combat
24
Powers
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6D: The Siege of Ushiojou
Monster B
Traits
Siren
Aquatic
Veteran
Check
Wisdom
8
Powers
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Monster 4
Traits
Plant
Treant
Check
Combat
17
Powers
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Monster 4
Traits
Gargoyle
Scout
Check
Combat
18
Powers
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
Monster 3
Traits
Hag
Check
Combat
15
Powers
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
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 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
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Weapon 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 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 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 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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
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 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.
Spell 3
Traits
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Armor 5
Traits
Heavy Armor
Magic
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 4
Traits
Light Armor
Magic
Aquatic
Swashbuckling
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits
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
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 6
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
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 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 4
Traits
Accessory
Magic
Check
Dexterity
Ranged
Perception
13
Powers
Reveal this card to add 4 to your Ranged combat or Perception check.
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 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 B
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
8
Powers
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 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.
Ally 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
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
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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: 1 Maznar/Chthonicthul
Top of Blessing Discard Pile: Blessing of Gorum
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 29
Blessings Deck
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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.
Fort Hazard
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Henchman Monster 6
Traits
Construct
Golem
Check
Combat
24
Powers
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
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.
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.
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.
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
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.
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.
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.
Monster 2
Traits
Animal
Aquatic
Swarm
Check
Combat
16
OR
Dexterity
Acrobatics
10
Powers
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreated by 5.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Agna, Enora, Olenjack, Maznar, Jirelle
Notes: Ship anchored
Henchman Barrier 3
Traits
Cache
Trap
Alchemical
Check
Intelligence
Craft
Knowledge
10
Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
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 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.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
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.
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.
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.
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
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.
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 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.
Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M:3 Ba:1 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?: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.
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.
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.
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.
Weapon 6
Traits
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 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.
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
Barrier 6
Traits
Skirmish
Check
None
Powers
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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 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
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.
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.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
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.
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.
Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M:2 Ba:0 W:4 Sp:0 Ar:3 I:0 Al:0 Bl:0 ?:1
Weapon 6
Traits
Polearm
Melee
Piercing
Poison
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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.
Henchman Monster 5
Traits
Human
Cleric
Check
Combat
19
Powers
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster B
Traits
Human
Warrior
Veteran
Check
Combat
8
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
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.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Armor 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster C
Traits
Human
Pirate
Veteran
Check
Combat
9
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
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.
Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M:6 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:1
Henchman Monster 6
Traits
Human
Hellknight
Check
Combat
35
Powers
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 5
Traits
Human
Aristocrat
Pirate
Check
Charisma
Diplomacy
13
Powers
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 1
Traits
Human
Rogue
Pirate
Check
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 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
Animal
Aquatic
Check
Combat
23
Powers
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
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.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Monster 6
Traits
Human
Pirate
Check
Combat
22
Powers
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
| Maznar - Chthonicthul |
Maznar draws the two extra cards, and is at Lucrehold
I think he takes the Loot spell, if no one else is claiming it.
Hand: Blessing of the Starsong, Ring of Regeneration, Charm Animal, Baby Triceratops, Pearl of Wisdom, Venomous Bolt, Stag, Blessing of Gozreh,
Displayed:
Deck: 13 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, Scenario 5-6D: nope
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [X] +2 [X] +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 ([X] 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.
[X] When you defeat a bane that has the Animal, Plant or Fey trait, you may recharge a random card from your discard pile.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
| skizzerz - Jirelle |
Start at anchored location, using my regular set of loot (Blessing of Besmara, Brine's Sting). After drawing a valid starting hand, draw 2 additional cards. Examine top 2 cards of Shrine to Norgorber: Invigorating Kukri +1, Blessing of Kelizandri. Leave them in that order.
Hand: Blessing of Anubis, Blessing of Maat, Corrosive Backsword +4, Blessing of the Midnight Lord, Bloodcrow Rapier, Evangelist, Fencer, Vizier,
Displayed:
Deck: 14 Discard: 0 Buried: 0
"Notes: Blessings available, if any.
5-6D: 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).
| Maznar - Chthonicthul |
Turn 1: Maznar/Blessing of Gorum
No pirate-traited cards in hand, so take 1d4-1 damage
SoT damage at location: 1d4 - 1 ⇒ (3) - 1 = 2 Discard Stag and Venomous Bolt for damage.
Reveal Ring of Regeneration to recharge one of those cards, also SoT
Card recharged: 1d2 ⇒ 2 Venomous Bolt
Bury Charm Animal to draw Pterandon
Move to Shrine to Norgorber. Explore Shrine to Norgorber Card #1: Invigorating Kukri +1
Divine 9 to acquire Invigorating Kukri +1, revealing Pterandon: 1d10 + 7 + 1d4 ⇒ (10) + 7 + (4) = 21 Acquired.
Discard Baby Triceratops to explore Shrine to Norgorber Card #2: Blessing of Kelizandri
Divine 5 to acquire Blessing of Kelizandri, revealing Pterandon: 1d10 + 7 + 1d4 ⇒ (4) + 7 + (3) = 14 Acquired.
The way through all of the oni's henchmen looks to be tougher than any fight before. Maznar loosens a kukri in his belt and prays.
Discard Pterandon to move to Torture Chamber
Reveal Ring of Regeneration to recharge one card from discard
Card recharged: 1d3 ⇒ 2 Baby Triceratops
Reset hand and end turn, discarding Invigorating Kukri +1 as free discard.
Hand: Blessing of the Starsong, Ring of Regeneration, Blessing of Gorum 1, Blessing of Kelizandri (acquired), Pearl of Wisdom, Vengeful Storm (loot), Blessing of Gozreh,
Displayed:
Deck: 13 Discard: 3 Buried: 1
Notes: Blessings as needed. If someone is at my location and really wants the d4 Ally bonus, I will discard my spell to draw an Animal Ally (character power feat). If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used, Scenario 5-6D: nope
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [X] +2 [X] +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 ([X] 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.
[X] When you defeat a bane that has the Animal, Plant or Fey trait, you may recharge a random card from your discard pile.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6D: The Siege of Ushiojou
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 5
Traits
Animal
Aquatic
Check
Combat
21
Powers
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Monster B
Traits
Hag
Aquatic
Check
Combat
11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Monster 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
Manticore
Check
Combat
12
Powers
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
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 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier 5
Traits
Task
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 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 6
Traits
Trap
Magic
Check
Intelligence
Arcane
13
Powers
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 6
Traits
Sword
Melee
Slashing
2-Handed
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 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
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 1
Traits
Knife
Ranged
Piercing
Magic
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait to your combat check.
Weapon 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.
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
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 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
10
Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor 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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re 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 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Shield
Magic
Check
Constitution
Fortitude
7
Powers
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 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 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 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 3
Traits
Accessory
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
Ally 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 B
Traits
Gnome
Pirate
Check
Charisma
Diplomacy
6
Powers
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 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
Halfling
Spy
Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
9
Powers
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Ally B
Traits
Human
Veteran
Check
Charisma
Diplomacy
7
Powers
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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: 2 Agna/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Besmara
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 28
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
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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.
Fort Hazard
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Henchman Monster 6
Traits
Construct
Golem
Check
Combat
24
Powers
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
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.
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.
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.
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
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.
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.
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.
Monster 2
Traits
Animal
Aquatic
Swarm
Check
Combat
16
OR
Dexterity
Acrobatics
10
Powers
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreated by 5.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Agna, Enora, Olenjack, Jirelle
Notes: Ship anchored
Henchman Barrier 3
Traits
Cache
Trap
Alchemical
Check
Intelligence
Craft
Knowledge
10
Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
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 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.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
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.
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.
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.
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
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.
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 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.
Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1
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.
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.
Weapon 6
Traits
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 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.
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
Located here: Maznar,
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 6
Traits
Skirmish
Check
None
Powers
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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
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.
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.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
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.
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.
Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M:2 Ba:0 W:4 Sp:0 Ar:3 I:0 Al:0 Bl:0 ?:1
Weapon 6
Traits
Polearm
Melee
Piercing
Poison
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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.
Henchman Monster 5
Traits
Human
Cleric
Check
Combat
19
Powers
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster B
Traits
Human
Warrior
Veteran
Check
Combat
8
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
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.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Armor 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster C
Traits
Human
Pirate
Veteran
Check
Combat
9
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
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.
Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M:6 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:1
Henchman Monster 6
Traits
Human
Hellknight
Check
Combat
35
Powers
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 5
Traits
Human
Aristocrat
Pirate
Check
Charisma
Diplomacy
13
Powers
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 1
Traits
Human
Rogue
Pirate
Check
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 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
Animal
Aquatic
Check
Combat
23
Powers
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
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.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Monster 6
Traits
Human
Pirate
Check
Combat
22
Powers
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
| Agna - WilderRedbeard |
The hour of Besmara
Move to Hall of Champions
Display Aspect of the Bull
Explore:
Traits
Polearm
Melee
Piercing
Poison
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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.
Melee 13: 2d10 + 6 + 1d4 + 2 ⇒ (2, 10) + 6 + (4) + 2 = 24 acquired
Recharge Shadowcat to explore:
Traits
Human
Cleric
Check
Combat
19
Powers
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Combat damage: 1d4 + 1 ⇒ (4) + 1 = 5 Recharge Ursine Rageskin to reduce by 4. Discard Masterwork Tools for 1 damage.
Reveal Venomous Pike, reveal Animal to add 1d4+2, Fire Gecko adds 1d4 and Fire, highest die value drops to d4.
Combat 19: 1d10 + 6 + 1d8 + 1d4 + 2 + 1d4 + 2 + 1d4 ⇒ (9) + 6 + (7) + (2) + 2 + (3) + 2 + (3) = 34 defeated
Display Seaborne Trident +1 next to location. Location closed.
Shuffle 1d4+1 random weapons: 1d4 + 1 ⇒ (1) + 1 = 2 and the Trident into location.
Recharge Fire Gecko to explore:
Top card (1=Seaborne Trident): 1d3 ⇒ 3
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
End turn. Recharge Moose to move to Murder Hole.
Reset hand and discard Flaming Musket +2.
Hand: Angelstep, Monkey (Loot), Cloud Puff, Vampire Squid, Thylacine, Blessing of Milani, Blessing of Kelizandri, Venomous Pike +2 (acquired),
Displayed: Aspect of the Bull,
Deck: 12 Discard: 2 Buried: 0
Current Location: Murder Hole
Hero Points Available/Used: 8
NOTES:
Available Support: Blessings, Cloud Puff and Angelstep available.
Other: Dice Re-Roll Used for 5-6D?: 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)( [X]+2) to your check.
| Enora WotR-EmpTyger |
Blessing 1: Gods o'clock
Lucrehold: Revealing Avimar Sorrinash
Exploring Lucrehold 1: Cryptic Runes
Traits
Cache
Trap
Alchemical
Check
Intelligence
Craft
Knowledge
10
Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Discarding Blessing of the Master of Masters, replacing 1d12 with 1d4
Knowledge 10: 2d12 + 1d4 + 7 ⇒ (6, 10) + (4) + 7 = 27
Examining Lucrehold 2: Alchemical Glue, Lucrehold 3: Potion of Heroism
Closing Lucrehold: Banishing Avimar Sorrinash
Lucrehold is closed
Ending turn
(From the logbook of Enora, ship's engineer of the Roaring Dragon)
Exactly as Captain Avimar promised, the pirate captain masterfully disabled the runes, providing us entry into the fortress, our business concluded, going his separate way with the full moon ominously rising.
Hand: Evocation Staff (reveal and discard a spell to evade and reload local monster), Blessing of the Seventh Veil (bless/double bless if non-combat INT/CHA; recharge if top blessing is Sivanah), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat), Life Drain, Blessing of the Lady of Graves (discard to double bless Undead/bury after roll to add or subtract WIS die from result; discard if top blessing is Pharasma), Icicle Swarm, Ice Chemist (reveal to add 1d4 to local Cold), Ice and Fire,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: (4 spells) Difficulty to defeat Pirate banes is 5 easier since Enora is at closed Lucrehold.
Ask before using: Blessing of the Seventh Veil; Blessing of the Lady of Graves
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Ice Chemist; Coordinated Blast
Strength d6 [] +1
Dexterity d6 [X] +1 [X] +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 ([X] +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: 10
| Agna - WilderRedbeard |
Off-turn: Agna forgot start-of-turn Combat damage at Lucrehold.
Combat Damage: 1d4 - 1 ⇒ (1) - 1 = 0
No change to rest of turn.
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6D: The Siege of Ushiojou
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
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 1
Traits
Animal
Aquatic
Check
Combat
13
Powers
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Monster 3
Traits
Hag
Check
Combat
15
Powers
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 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.
Barrier 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Barrier 4
Traits
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 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 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.
Weapon 2
Traits
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 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 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 4
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
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 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this 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.
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
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 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Shield
Magic
Check
Constitution
Fortitude
7
Powers
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re 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 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 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
Magic
Check
Constitution
7
Powers
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
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
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.
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 6
Traits
Animal
Check
Wisdom
Survival
13
Powers
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
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 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 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 B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 4 Jirelle/skizzerz
Top of Blessing Discard Pile: Blessing of Cayden Cailean
Blessing C
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 26
Blessings Deck
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
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 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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.
Fort Hazard
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Henchman Monster 6
Traits
Construct
Golem
Check
Combat
24
Powers
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
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.
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.
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.
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
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.
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.
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.
Monster 2
Traits
Animal
Aquatic
Swarm
Check
Combat
16
OR
Dexterity
Acrobatics
10
Powers
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Lucrehold
At This Location: If this locatoin is occupied, the difficulty to defeat banes that have the Pirate trait at any locatoin is decreased by 5.
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, Olenjack, Jirelle
Notes: Ship anchored
Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1
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.
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.
Weapon 6
Traits
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 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.
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
Located here: Maznar,
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 6
Traits
Skirmish
Check
None
Powers
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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
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.
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.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
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.
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.
Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Agna,
Notes: Kipper=Seaborne Trident+1
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.
Henchman Monster 5
Traits
Human
Rogue
Pirate
Check
Combat
19
Powers
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
If defeated, you may immediately attempt to close the location this hanchman came from.
Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M:6 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:1
Henchman Monster 6
Traits
Human
Hellknight
Check
Combat
35
Powers
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 5
Traits
Human
Aristocrat
Pirate
Check
Charisma
Diplomacy
13
Powers
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 1
Traits
Human
Rogue
Pirate
Check
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 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
Animal
Aquatic
Check
Combat
23
Powers
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
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.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Monster 6
Traits
Human
Pirate
Check
Combat
22
Powers
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
| skizzerz - Jirelle |
Hour of Cayden Cailean. Move to Torture Chamber then explore.
Torture Chamber 1: Audessa Reyquio. Reveal Evangelist and Bloodcrow Rapier. Acrobatics 7: 1d10 + 6 ⇒ (10) + 6 = 16 Automatic success. Reveal same things on second check. Diplomacy 10: 1d8 + 6 ⇒ (4) + 6 = 10 Success, acquired. Discard Fencer to explore.
Torture Chamber 2: Assassination Attempt. Everyone encounters a Buccaneer.
Henchman Monster B
Traits
Human
Pirate
⭐Veteran⭐
Check
Combat 8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
For my checks, reveal Corrosive Backsword +4, freely reveal Audessa, and reveal Evangelist. Fencer adds 1d4 and Swashbuckling. Occupied Lucrehold reduces difficulty by 5 (originally didn't catch this hence the reroll but didn't want to impact future dice so I left the reroll as-is). Combat 8+6+6-5=15: 1d10 + 1d6 + 12 ⇒ (1) + (2) + 12 = 15 Swash reroll both dice. Combat 8+6+6-5=15: 1d10 + 1d6 + 12 ⇒ (3) + (5) + 12 = 20 Success. Assassination Attempt is defeated. After acting, fight another one, revealing same things. Combat 8+6+6-5=15: 1d10 + 1d6 + 12 ⇒ (7) + (4) + 12 = 23 Also success.
Discard Blessing of Anubis to explore. Torture Chamber 3: Electricity Arc Trap. Choose Disable, reveal Corrosive Backsword +4, Audessa, Evangelist, Bloodcrow Rapier. Disable 12: 1d10 + 1d6 + 12 ⇒ (1) + (2) + 12 = 15 Automatic success. For defeating a barrier with Corrosive Backsword +4, examine top card of location: Brine Dragonhide Breastplate. Discard Blessing of the Midnight Lord to explore.
Torture Chamber 4: Brine Dragonhide Breastplate. Reveal Bloodcrow Rapier, Audessa, Evangelist. Fortitude 9: 1d6 + 4 ⇒ (4) + 4 = 8 Swash reroll the d6. Fortitude 9: 1d6 + 4 ⇒ (3) + 4 = 7. Banished. Reload Vizier to examine location: Giant Sea Anemone. Additionally discard Vizier to explore.
Torture Chamber 5: Giant Sea Anemone. Reveal Corrosive Backsword +4, Bloodcrow Rapier, Audessa, Evangelist. Combat 20: 1d10 + 1d6 + 12 ⇒ (1) + (4) + 12 = 17 Swash reroll the d10. Combat 20: 1d10 + 16 ⇒ (4) + 16 = 20 Defeated. That's as far as I want to go with my turn, don't want to get rid of allies that reveal for +1 to everything to explore more.
No flavor today, sorry.
Hand: Magic Spyglass, Blessing of Maat, Corrosive Backsword +4, Audessa Reyquio, Bloodcrow Rapier, Evangelist,
Displayed:
Deck: 13 Discard: 4 Buried: 0
"Notes: Blessings available, if any. Magic Spyglass available
5-6D: 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).
Everyone fights a Buccaneer. DC 9 Combat if check does not have Swashbuckling. DC 15 Combat if it does.
| Enora WotR-EmpTyger |
(During Jirelle's turn)
Assassination Attempt: Summoning Buccaneer
Traits
Human
Pirate
Veteran
Check
Combat 8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Banishing Life Drain to recovery, Lucrehold, Pirate
Combat 8+6-5=9: 1d12 + 5 + 2d4 + 1d4 ⇒ (10) + 5 + (2, 2) + (1) = 20
Blessing of the Master of Masters is healed. Buccaneer is banished
Recovery:
Arcane 9: 1d12 + 5 ⇒ (1) + 5 = 6
Life Drain is discarded
(From the logbook of Enora, ship's engineer of the Roaring Dragon)
Having not anticipated the stronghold being turned against them, the would-be assassins instead proved a source of vitality.
Hand: Evocation Staff (reveal and discard a spell to evade and reload local monster), Blessing of the Seventh Veil (bless/double bless if non-combat INT/CHA; recharge if top blessing is Sivanah), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat), Blessing of the Lady of Graves (discard to double bless Undead/bury after roll to add or subtract WIS die from result; discard if top blessing is Pharasma), Icicle Swarm, Ice Chemist (reveal to add 1d4 to local Cold), Ice and Fire,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: (3 spells) Difficulty to defeat Pirate banes is 5 easier since Enora is at closed Lucrehold.
Ask before using: Blessing of the Seventh Veil; Blessing of the Lady of Graves
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Ice Chemist; Coordinated Blast
Strength d6 [] +1
Dexterity d6 [X] +1 [X] +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 ([X] +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: 10
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6D: The Siege of Ushiojou
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 6
Traits
Dragon
Aquatic
Check
Combat
20
THEN
Combat
20
Powers
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Monster B
Traits
Siren
Aquatic
Veteran
Check
Wisdom
8
Powers
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into 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 6
Traits
Human
Pirate
Check
Combat
22
Powers
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
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 6
Traits
Skirmish
Check
None
Powers
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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 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 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
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 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 5
Traits
Mace
Melee
Bludgeoning
Magic
Check
Strength
Melee
Divine
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Weapon 6
Traits
Sword
Melee
Slashing
2-Handed
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 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 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 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 C
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
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 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Shield
Magic
Check
Constitution
Fortitude
7
Powers
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item 6
Traits
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
Check
Intelligence
Craft
13
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Item 4
Traits
Accessory
Magic
Check
Dexterity
Ranged
Perception
13
Powers
Reveal this card to add 4 to your Ranged combat or Perception check.
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Item 6
Traits
Staff
Magic
Check
Intelligence
Arcane
12
Powers
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
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 5
Traits
Half-elf
Rogue
Captain
Pirate
Check
Dexterity
Ranged
9
THEN
Charisma
Diplomacy
12
Powers
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
Ally B
Traits
Human
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 6
Traits
Animal
Check
Wisdom
Survival
13
Powers
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
Ally 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
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
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
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.
Turn: 5 Olenjack/Yewstance
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: 25
Blessings Deck
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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.
Fort Hazard
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Henchman Monster 6
Traits
Construct
Golem
Check
Combat
24
Powers
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
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.
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.
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.
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
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.
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.
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.
Monster 2
Traits
Animal
Aquatic
Swarm
Check
Combat
16
OR
Dexterity
Acrobatics
10
Powers
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Lucrehold
At This Location: If this locatoin is occupied, the difficulty to defeat banes that have the Pirate trait at any locatoin is decreased by 5.
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, Olenjack,
Notes: Ship anchored
Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1
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.
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.
Weapon 6
Traits
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 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.
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:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Maznar, Jirelle
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
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.
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.
Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Agna,
Notes: Kipper=Seaborne Trident+1
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.
Henchman Monster 5
Traits
Human
Rogue
Pirate
Check
Combat
19
Powers
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
If defeated, you may immediately attempt to close the location this hanchman came from.
Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M:6 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:1
Henchman Monster 6
Traits
Human
Hellknight
Check
Combat
35
Powers
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 5
Traits
Human
Aristocrat
Pirate
Check
Charisma
Diplomacy
13
Powers
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 1
Traits
Human
Rogue
Pirate
Check
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 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
Animal
Aquatic
Check
Combat
23
Powers
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
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.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Monster 6
Traits
Human
Pirate
Check
Combat
22
Powers
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
| Olenjack, the Measured |
OFF-TURN:
Jirelle's Turn: As per my notes; recharges Blessing of Kofusachi (the hour has a Constitution check to acquire) to search and draw Wayfinder from his deck.
Deck shuffled.
Jirelle's Turn: Olenjack summons and encounters a Buccaneer.
Henchman Monster B
Traits
Human
Pirate
⭐Veteran⭐
Check
Combat 8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
Combat/Dexterity 9 (Lucrehold, Embalming Fluid, Scenario): 1d4 + 4 + 2d4 + 2 + 2 ⇒ (3) + 4 + (3, 2) + 2 + 2 = 16 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Ederleigh Baines from his deck.
Defeated.
========================
Olenjack starts his turn.
Blessing of Gozreh discarded from the blessings deck.
Olenjack gives Steal Soul to Enora.
So I'm going to try to hit another location to spend some of my explorations, then use one of my various movement cards to go and fight that Cannon Golem at Fort Hazard now that we're all spread out. I probably won't spend too many explorations, though, given the closing requirement of Fort Hazard.
Olenjack moves to the Shrine to Norgorber and takes his free exploration.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Wisdom 8 (Old Salt, Scenario): 1d4 + 6 ⇒ (3) + 6 = 9 -> Pass.
Defeated.
Olenjack discards Wayfinder to examine the top card of his location...
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.
Automatically Acquired.
Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Immortal Dreamstone from his deck and discards. At least one was from his deck, so his deck is shuffled.
Olenjack banishes Immortal Dreamstone to draw 3 random allies...
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 5
Traits
Half-elf
Rogue
Captain
Pirate
Check
Dexterity
Ranged
9
THEN
Charisma
Diplomacy
12
Powers
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
Ally B
Traits
Human
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.
That gives me an unexpected opportunity to look at this entire location so I don't accidentally hit a henchman when I can't close...
Olenjack banishes Barracuda Aiger and recharges Wyvern Poison (Core) to examine his entire location deck...
Shrine to Norgorber Card 3: Old Salt's Rapier +2
Shrine to Norgorber Card 4: Draugr Captain
Shrine to Norgorber Card 5: Dire Shark
Shrine to Norgorber Card 6: Blessing of Geryon
Shrine to Norgorber Card 7: Shackles Sorcerer
Shrine to Norgorber Card 8: Port Peril Corsair
A weapon 6 and blessing 6? Fascinating. I'm not well-suited to acquiring the Weapon 6, though, so I'll move somewhere else and leave it to a professional.
Olenjack recharges Wayfinder to move to the Murder Hole, then examine the top 2 cards of his location...
Henchman Monster 6
Traits
Human
Hellknight
Check
Combat
35
Powers
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Still... since I do have the cards capable of taking care of her, and I'm the only person in the party with armor in hand, I feel like I should take out her rather than the Cannon Golem, so here goes nothing.
Olenjack discards Wayfarer to explore his location, adding 2d6 to all checks during this exploration.
Henchman Monster 6
Traits
Human
Hellknight
Check
Combat
35
Powers
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
Razorglass Knife: Olenjack buries Robe of Items, Wayfarer and Royster McCleagh from his discards to add 6d4 to his combat check.
Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
Olenjack recharges Steel Ibis Lamellar to add 1d6.
Olenjack discards Blessing of the Gods to bless.
Olenjack displays the ally Heartbreak Hinsin to his power to add 2 to his check.
Combat/Dexterity 39 (Murder Hole, Scenario, Embalming Fluid, Razorglass Knife, Steel Ibis Lamellar, Blessing of the Gods, Wayfarer, Olenjack): 1d8 + 1d4 + 4 + 2d4 + 6d4 + 1d6 + 2d6 + 2 ⇒ (6) + (1) + 4 + (4, 2) + (2, 4, 4, 1, 4, 1) + (4) + (1, 1) + 2 = 41 -> Pass, but Paralictor Valeria Asperixus's power means I have to reroll the result.
Combat/Dexterity 39 (Murder Hole, Scenario, Embalming Fluid, Razorglass Knife, Steel Ibis Lamellar, Blessing of the Gods, Wayfarer, Olenjack): 1d8 + 1d4 + 4 + 2d4 + 6d4 + 1d6 + 2d6 + 2 ⇒ (7) + (2) + 4 + (2, 1) + (3, 3, 1, 3, 2, 1) + (5) + (4, 3) + 2 = 43 -> Pass.
Defeated.
Olenjack attempts to close the Murder Hole...
Murder Hole: Olenjack summons and encounters...
Henchman Monster B
Traits
Human
Pirate
⭐Veteran⭐
Check
Combat 7
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
Combat/Dexterity 12 (Lucrehold, Murder Hole, Embalming Fluid, Scenario, Wayfarer): 1d4 + 4 + 2d4 + 2 + 2 + 2d6 ⇒ (3) + 4 + (1, 1) + 2 + 2 + (4, 5) = 22 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Old Salt (2) from his deck.
AA: No targets to bury.
Defeated.
Murder Hole: Olenjack summons and encounters...
Henchman Monster B
Traits
Human
Pirate
⭐Veteran⭐
Check
Combat 8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
Combat/Dexterity 13 (Lucrehold, Murder Hole, Embalming Fluid, Scenario, Wayfarer): 1d4 + 4 + 2d4 + 2 + 2 + 2d6 ⇒ (3) + 4 + (1, 1) + 2 + 2 + (5, 6) = 24 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Forensic Physician from his deck.
Defeated.
Olenjack recharges Compass to move to the Lucrehold, to help future players against Draugr Captains after Enora moves away.
Olenjack ends his turn.
Olenjack resets his hand; first returning all allies displayed to his power back to it.
No flavour today.
"
Hand: Razorglass Knife, Lucky Rifle +2, Delve, Embalming Fluid, Heartbreak Hinsin, Old Salt, Master of the Gales, Blessing of the Savored Sting,
Displayed:
Deck: 11 Discard: 1 Buried: 3
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 7
NOTES:
Available Support: Razorglass Knife - Freely recharge to add 2d4 to a local combat check using a weapon
Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check after the roll
Blessing of the Savored Sting - Discard to add the highest of 1d4/1d6/1d8/1d10 to any check
Other: Neat; don't forget that the Lucrehold remains occupied!
Middle of Deck (Unknown Order): Ederleigh Baines, The Viper, Blessing of Wadjet, Blessing of Kofusachi, Crossbow of Retribution
Recharged: Wyvern Poison (Core), Wayfinder, Steel Ibis Lamellar, Old Salt (2), Forensic Physician, Compass,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
[X] Weapons
POWERS:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[X] 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 |
Back on Turn 1: Bury Pearl of Wisdom for playing Baby Triceratops
Turn 6: Maznar/Blessing of Gozreh
Start of Turn: Examine top two cards of deck and return them in any order:
Torture Chamber Card #1: Draugr Captain
Torture Chamber Card #2: Coral Golem
Leave them in that order.
Start of turn recharge card for Ring of Regeneration: 1d4 ⇒ 2 Invigorating Kukri +1
Explore Torture Chamber Card #1: Draugr Captain
Hang on to Vengeful Storm and recharge all other cards in hand for Draugr Captain BYA
Draw five cards: Blessing of the Green Faith, Vengeful Storm,Velociraptor, Control Weather, & Cure
Combat 27 to defeat Draugr Captain, reduced to 22 because of Lucrehold being occupied, discarding Vengeful Storm and Blessing of the Green Faith and revealing Velociraptor, changing the d12 to a d4: 1d10 + 7 + 1d8 + 1d10 + 1d4 + 1d10 + 1d4 ⇒ (7) + 7 + (3) + (3) + (4) + (6) + (1) = 31 Defeated
Discard Control Weather for Mental damage to close location (Jirelle, you will do the same?)
The diminutive druid is not much for fighting; that much had been proven again and again over the course of the adventures. But when an undead pirate slips from behind to threaten the good Jirelle, he sees no other course but to call on the Green to bring a devastating wind to blow the foul thing to bits. Surprised at his own strength, the dwarf leans against a wall panting afterwards.
Reset hand and end turn
Divine 16 to recharge Vengeful Storm: 1d10 + 7 ⇒ (1) + 7 = 8 Nope, discarded.
Hand: Blessing of Ketephys, Vengeful Storm, Velociraptor, Control Weather, Cure, Blessing of the Green Faith 1,
Displayed:
Deck: 11 Discard: 5 Buried: 2
Notes: Blessings as needed. I have a Cure in hand if someone is needing some love. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used, Scenario 5-6D: nope
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [X] +2 [X] +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 ([X] 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.
[X] When you defeat a bane that has the Animal, Plant or Fey trait, you may recharge a random card from your discard pile.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6D: The Siege of Ushiojou
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Monster 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 B
Traits
Hag
Aquatic
Check
Combat
11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Monster C
Traits
Human
Pirate
Veteran
Check
Combat
9
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Monster 4
Traits
Plant
Treant
Check
Combat
17
Powers
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
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 B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Barrier B
Traits
Skirmish
Veteran
Check
Strength
Melee
Dexterity
5
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 5
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 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 6
Traits
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
15
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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
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 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display this card 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 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 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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item C
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 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 6
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
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.
Ally B
Traits
Human
Cleric
Pirate
Check
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 3
Traits
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 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 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
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.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 7 Agna/WilderRedbeard
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: 23
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 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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.
Fort Hazard
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Henchman Monster 6
Traits
Construct
Golem
Check
Combat
24
Powers
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
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.
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.
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.
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
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.
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.
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.
Monster 2
Traits
Animal
Aquatic
Swarm
Check
Combat
16
OR
Dexterity
Acrobatics
10
Powers
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Lucrehold
At This Location: If this locatoin is occupied, the difficulty to defeat banes that have the Pirate trait at any locatoin is decreased by 5.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Olenjack, Enora,
Notes: Ship anchored
Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Weapon 6
Traits
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
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, Jirelle
Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Agna,
Notes: Kipper=Seaborne Trident+1
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.
Henchman Monster 5
Traits
Human
Rogue
Pirate
Check
Combat
19
Powers
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
If defeated, you may immediately attempt to close the location this hanchman came from.
Murder Hole
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 |
Retconning turn since I forgot the scenario powers. Audessa roll is unchanged. To explore the second time I would've discarded Fencer to explore and Vizier per scenario power (holding onto blessings since demoting a die to d4 means I may need them to bless). Need to re-do checks against Buccaneer.
Assassination Attempt: Corrosive Backsword +4, Scenario Power, Lucrehold, Fencer, Bloodcrow Rapier (char power), Audessa, Evangelist. Combat 8+6+6-5=15: 1d4 + 1d6 + 1d4 + 12 ⇒ (4) + (3) + (4) + 12 = 23 Automatic success. The AA one is an autosuccess as well. Discard Anubis to explore and Midnight Lord per scenario power.
Electricity Arc Trap: Choose Disable, reveal Corrosive Backsword +4, Scenario Power, Audessa, Evangelist, Bloodcrow Rapier (char power). Disable 12: 1d4 + 1d6 + 12 ⇒ (1) + (4) + 12 = 17 Automatic success. Examine Brine Dragonhide Breastplate on top of location, but am no longer able to explore.
Hand: Magic Spyglass, Blessing of Maat, Corrosive Backsword +4, Audessa Reyquio, Bloodcrow Rapier, Evangelist,
Displayed:
Deck: 13 Discard: 4 Buried: 0
"Notes: Blessings available, if any. Magic Spyglass available
5-6D: Playmat available, Paizo reroll available"
Sideboard cards:
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3
Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).
| Agna - WilderRedbeard |
Retcon for last turn due to scenario power:
Agna discards Cloud Puff for the 2nd exploration.
Since the location closed, the 2nd Weapon 6 could not have been encountered so there are still 2 random weapons and Agna's Seaborne Trident +1 shuffled at Hall of Champions.
Updated hand:
Hand: Angelstep, Vampire Squid, Thylacine, Blessing of Gorum 1, Blessing of Milani, Blessing of Kelizandri, Monkey (Loot), Venomous Pike +2 (acquired),
Displayed: Aspect of the Bull,
Deck: 11 Discard: 2 Buried: 0
Current Location: Murder Hole
Hero Points Available/Used: 8
NOTES:
Available Support: Blessings and Angelstep available.
Other: Dice Re-Roll Used for 5-6D?: 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)( [X]+2) to your check.
| Olenjack, the Measured |
RETCONNING MY PREVIOUS TURN
At the start of my turn, after off-turn actions, my hand looks like the following...
Hand: Razorglass Knife, Lucky Rifle +2, Robe of Items, Wyvern Poison (Core), Wayfinder, Old Salt, Wayfarer, Steel Ibis Lamellar, Embalming Fluid, Steal Soul,
My turn was accurate except for the requirement to discard a card before each exploration. I'll try to make as few changes as possible to achieve that retcon.
Steal Soul was given to Enora, Shrine to Norgorber Card 1: Becalmed was banished and Old Salt recharged by the time I'd finished my first exploration. My hand now looks like...
Hand: Razorglass Knife, Lucky Rifle +2, Robe of Items, Wyvern Poison (Core), Wayfinder, Wayfarer, Steel Ibis Lamellar, Embalming Fluid,
Before exploring for my second time, I'd certainly discard Wyvern Poison (Core) to the scenario power.
Shrine to Norgorber Card 2: Blessing of the Gods is acquired, I use Robe of Items and the Immortal Dreamstone. I then use Barracuda Aiger, but this time I have to recharge Lucky Rifle +2, my spare weapon, to use it.
Hand: Razorglass Knife, Blessing of the Gods, Compass, Wayfinder, Wayfarer, Steel Ibis Lamellar, Embalming Fluid, Royster McCleagh, Heartbreak Hinsin,
I recharge Wayfinder to move to the Murder Hole, but before I discard Wayfarer to explore there I have to discard Compass.
My check against Murder Hole Card 1: Paralictor Valeria Asperixus is unaffected, except I bury Wyvern Poison (Core) from my discards instead of Robe of Items.
And because Compass was discarded, Olenjack does not move to the Lucrehold, and remains at the closed Murder Hole.
==========================
As a result, my turn is unchanged, except...
Lucky Rifle +2 was recharged (instead of in hand).
Wyvern Poison was buried (instead of recharged).
Robe of Items is in discards (instead of buried).
Compass is in discards (instead of recharged).
Olenjack is at the Murder Hole, not the Lucrehold.
In total, the only card that was no longer in my hand was Lucky Rifle +2, so I'll need to draw a new card to replace it. My new hand reset...
"
Hand: Razorglass Knife, Delve, Embalming Fluid, Heartbreak Hinsin, Old Salt, Master of the Gales, Ederleigh Baines, Blessing of the Savored Sting,
Displayed:
Deck: 9 Discard: 3 Buried: 3
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 7
NOTES:
Available Support: Razorglass Knife - Freely recharge to add 2d4 to a local combat check using a weapon
Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check after the roll
Blessing of the Savored Sting - Discard to add the highest of 1d4/1d6/1d8/1d10 to any check
Middle of Deck (Unknown Order): Blessing of Wadjet, The Viper, Blessing of Kofusachi, Crossbow of Retribution
Recharged: Lucky Rifle +2, Wayfinder, Steel Ibis Lamellar, Old Salt (2), Forensic Physician,
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).
[X] 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.
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6D: The Siege of Ushiojou
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 6
Traits
Human
Warrior
Check
Combat
21
Powers
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Monster 4
Traits
Plant
Treant
Check
Combat
17
Powers
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage 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 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.
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 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
Obstacle
Magic
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Perception
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Barrier 3
Traits
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 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
13
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 2
Traits
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon B
Traits
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 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 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Spell 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card and choose a character to play a spell from his discard pile.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Armor 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re 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 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 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
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 B
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
10
Powers
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Item 4
Traits
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 6
Traits
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
Check
Intelligence
Craft
13
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
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 B
Traits
Gnome
Pirate
Check
Charisma
Diplomacy
6
Powers
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally C
Traits
Human
Pirate
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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
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 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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.
Turn: 7 Agna/WilderRedbeard
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: 23
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 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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.
Fort Hazard
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Henchman Monster 6
Traits
Construct
Golem
Check
Combat
24
Powers
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
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.
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.
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.
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
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.
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.
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.
Monster 2
Traits
Animal
Aquatic
Swarm
Check
Combat
16
OR
Dexterity
Acrobatics
10
Powers
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Lucrehold
At This Location: If this locatoin is occupied, the difficulty to defeat banes that have the Pirate trait at any locatoin is decreased by 5.
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,
Notes: Ship anchored
Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Weapon 6
Traits
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 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.
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:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Maznar, Jirelle
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.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Barrier B
Traits
Task
Pirate
Check
None
Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Monster 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.
Hall of Champions
At This Location: Add 1d6 to your checks to acquire weapons.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Closed
Located here: Agna,
Notes: Kipper=Seaborne Trident+1
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Henchman Monster 5
Traits
Human
Rogue
Pirate
Check
Combat
19
Powers
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
If defeated, you may immediately attempt to close the location this hanchman came from.
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.
Murder Hole
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: Olenjack,
| Agna - WilderRedbeard |
Off turn: During Jirelle's turn, encounter Buccaneer.
Reveal Venemous Pike +2, reveal Animal.
Combat 9: 1d10 + 6 + 1d8 + 1d4 + 2 + 1d4 + 2 ⇒ (8) + 6 + (7) + (4) + 2 + (1) + 2 = 30 defeated
Start of turn: The hour of Hshurha
Move to Fort Hazard
Explore:
Traits
Construct
Golem
Check
Combat
24
Powers
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
Aspect of the Bull adds 1 die, reveal Pike, reveal Animal.
Combat 24: 2d10 + 6 + 1d8 + 1d4 + 2 + 1d4 + 2 ⇒ (10, 6) + 6 + (2) + (2) + 2 + (1) + 2 = 31 defeated
Reveal Vampire Squid to recharge a random discarded card: Cloud Puff, then recharge Vampire Squid.
Bury discard pile to close location.
Discard from Hourglass: 1d4 ⇒ 3
End turn and reset hand.
Hand: Invigorating Kukri +1, Angelstep, Blessing of Gorum 2, Blessing of Abadar, Blessing of Milani, Blessing of Gorum 1, Monkey (Loot), Venomous Pike +2 (acquired),
Displayed: Aspect of the Bull,
Deck: 10 Discard: 0 Buried: 3
Current Location: Fort Hazard
Hero Points Available/Used: 8
NOTES:
Available Support: Blessings and Angelstep available.
Other: Dice Re-Roll Used for 5-6D?: 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)( [X]+2) to your check.
| Enora WotR-EmpTyger |
(During Agna's turn)
Discarding Ice and Fire, Icicle Swarm for 2 Structural damage
(Enora's turn)
Blessing 4: Hshurha o'clock
Moving to Torture Chamber
Exploring Torture Chamber 1: Brine Dragonhide Breastplate
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.
Enora cannot make a CON/Fortitude 9 check. Brine Dragonhide Breastplate is banished
Burying Blessing of the Lady of Graves to examine Torture Chamber 2: Draugr Captain, Torture Chamber 3: Darkforest Anemone, Torture Chamber 4: Pierce Jerrell, Torture Chamber 5: Pirate Hunting, Torture Chamber 6: Pirate Captain, Torture Chamber 7: Kapre
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Torture Chamber is shuffled
Ending turn. Resetting hand
(From the logbook of Enora, ship's engineer of the Roaring Dragon)
After assisting Agna in stabilizing our vessel, scanning the torture chamber revealed the prisoner therein to be of minimal strategic importance, perhaps the unfortunate result of drunken pirates and mindless botanical horrors mistaking Captain Jerrell for Captain Jirelle.
Hand: Evocation Staff (reveal and discard a spell to evade and reload local monster), Blessing of the Seventh Veil (bless/double bless if non-combat INT/CHA; recharge if top blessing is Sivanah), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat), Steal Soul, Spellbook, Repulsion, Ice Chemist (reveal to add 1d4 to local Cold), Byzantine Lexicon (recharge to bless local non-combat WIS),
Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: (3 spells) Enora will cast Steal Soul if a non-Attack immune monster is defeated at the Torture Chamber
Ask before using: Blessing of the Seventh Veil
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Ice Chemist; Coordinated Blast; Evocation Staff; Byzantine Lexicon
Strength d6 [] +1
Dexterity d6 [X] +1 [X] +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 ([X] +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: 10
Summary:
Torture Chamber 1 is banished.
Torture Chamber is shuffled, but all cards are known.
Enora is at Torture Chamber.
| Maznar - Chthonicthul |
Retcon of Maznar's Turn 6
Explore Torture Chamber Card #1: Brine Dragonhide Breastplate
Fortitude 9 to acquire Brine Dragonhide Breastplate: 1d8 + 1 + 3 ⇒ (8) + 1 + 3 = 12 Acquired
Reset hand and end turn, to be fair.
Hand: Vengeful Storm (loot), Blessing of the Starsong, Ring of Regeneration, Blessing of Kelizandri (acquired), Blessing of Gozreh, Seaborne Trident +1,
Displayed:
Deck: 13 Discard: 4 Buried: 2
Notes: Blessings as needed. I have a Cure in hand if someone is needing some love. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used, Scenario 5-6D: nope
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [X] +2 [X] +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 ([X] 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.
[X] When you defeat a bane that has the Animal, Plant or Fey trait, you may recharge a random card from your discard pile.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
| Enora WotR-EmpTyger |
(Correcting Enora’s turn. Maznar had already explored the Brine Dragonhide Breastplate, so instead Enora will use Blessing of the Lady of the Graves before exploring)
Shuffled Torture Chamber: 1d6 + 1 ⇒ (3) + 1 = 4
Exploring Torture Chamber 4: Pierce Jerrell
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.
Arcane 6: 1d12 + 5 ⇒ (4) + 5 = 9
Pierce Jerrell is acquired
(From the logbook of Enora, ship's engineer of the Roaring Dragon. The following note has been scrawled next to the previous entry)
It should go without saying that Jerrell was not left in such a dire situation. But yes, he was liberated!
Hand: Evocation Staff (reveal and discard a spell to evade and reload local monster), Blessing of the Seventh Veil (bless/double bless if non-combat INT/CHA; recharge if top blessing is Sivanah), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat), Steal Soul, Spellbook, Repulsion, Ice Chemist (reveal to add 1d4 to local Cold), Pierce Jerrell (reveal and recharge another card for +2d6 and Swashbuckling to Diplomacy/to defeat Task barrier),
Displayed:
Deck: 11 Discard: 3 Buried: 1
Notes: (3 spells) Enora will cast Steal Soul if a non-Attack immune monster is defeated at the Torture Chamber
Ask before using: Blessing of the Seventh Veil
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Ice Chemist; Coordinated Blast; Evocation Staff; Pierce Jerrell
Strength d6 [] +1
Dexterity d6 [X] +1 [X] +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 ([X] +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: 10
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6D: The Siege of Ushiojou
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 5
Traits
Animal
Aquatic
Check
Combat
23
Powers
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Monster 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 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 5
Traits
Aberration
Aquatic
Swarm
Check
Combat
18
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Barrier 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 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 1
Traits
Trap
Aquatic
Check
Dexterity
Disable
7
Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Barrier 4
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 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 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 6
Traits
Sword
Melee
Slashing
2-Handed
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 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 6
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as a 7.
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 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 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 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
11
Powers
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 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
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 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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
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 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
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 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Item 2
Traits
Object
Swashbuckling
Check
Wisdom
Survival
8
Powers
Display this card next to your character. While displayed, add 1d6 to your checks to defeat ships.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
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.
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 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 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 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.
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
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 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
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 9 Jirelle/skizzerz
Top of Blessing Discard Pile: Blessing of Norgorber
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.
Blessings Remaining: 21
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 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
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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.
Fort Hazard
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Agna,
Lucrehold
At This Location: If this locatoin is occupied, the difficulty to defeat banes that have the Pirate trait at any locatoin is decreased by 5.
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,
Notes: Ship anchored
Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Weapon 6
Traits
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 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.
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:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Maznar, Jirelle
Notes: Draugr Captain, Darkforest Anemone, Pirate Hunting, Pirate Captain, Kapre
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 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 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barrier B
Traits
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.
Hall of Champions
At This Location: Add 1d6 to your checks to acquire weapons.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Closed
Notes: Kipper=Seaborne Trident+1
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Henchman Monster 5
Traits
Human
Rogue
Pirate
Check
Combat
19
Powers
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
If defeated, you may immediately attempt to close the location this hanchman came from.
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.
Murder Hole
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: Olenjack,
| skizzerz - Jirelle |
Hour of Norgorber. Move to Shrine to Norgorber and explore.
Shrine 1: Old Salt's Rapier +2. Reveal Audessa, Evangelist, Bloodcrow Rapier. Melee 12: 1d10 + 8 ⇒ (4) + 8 = 12 Acquired.
Discard Magic Spyglass to rearrange top 3 cards of location in this order: Blessing of Geryon, Draugr Captain, Dire Shark. Bury Bloodcrow Rapier to pseudo-heal 1d4 ⇒ 2 cards: Blessing of the Midnight Lord, Vizier. Bury Old Salt's Rapier +2 to pseudo-heal 1d4 ⇒ 3 cards: Magic Spyglass, Blessing of Anubis, Fencer. End turn.
Jirelle came across what appears to be some sort of shrine. A magical rapier lay in the corner. Cautious of traps, Jirelle spent some time with her magic spyglass to scout way lay beyond the passages and walls, finding an undead menace and shark. On the other path lay some sort of dragon-shaped trinket, likely magical in nature. She picks up the rapier and bides her time, knowing that rushing headfirst into danger by herself is a great way to get killed.
Hand: Deadened Shadows Cloak, Blessing of Maat, Corrosive Backsword +4, Audessa Reyquio, Blessing of the Vaultmaster, Evangelist,
Displayed:
Deck: 16 Discard: 0 Buried: 2
"Notes: Blessings available, if any.
5-6D: 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).
| Olenjack, the Measured |
Olenjack starts his turn.
Blessing of Erastil discarded from the blessings deck.
Olenjack moves to the Torture Chamber and takes his free exploration.
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.
Kapre: Diplomacy 12 (Maznar, Scenario): 1d4 + 5 + 1d4 ⇒ (4) + 5 + (3) = 12 -> Wow, Pass; Kapre is placed at the bottom of the Torture Chamber and Olenjack is moved to 1d6 ⇒ 1 Fort Hazard.
Olenjack sends Delve to Recovery to search and draw Wayfinder 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 recharges Wayfinder to move back to the Torture Chamber, then examine the top 2 cards of his location...
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Olenjack discards Master of the Gales (not sure why took him as loot on a scenario where we had an anchored ship; whoops) to explore again.
Scenario: Olenjack discards Heartbreak Hinsin.
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.
Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
Combat/Dexterity 18 (Embalming Fluid, Maznar, AD4 Reward, Scenario): 1d8 + 4 + 2d4 + 2 + 2 + 1d4 + 1d4 ⇒ (8) + 4 + (2, 4) + 2 + 2 + (1) + (2) = 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 Blessing of Kofusachi from his deck.
AA: Jirelle reduces Structural Damage by 1, and Olenjack discards Old Salt to the remaining Structural damage.
Defeated.
For passing a combat check that has the Poison trait, Olenjack explores his location.
Scenario: Olenjack discards Embalming Fluid.
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
Razorglass Knife: Olenjack buries Blessing of the Gods, Master of the Gales and Heartbreak Hinsin from his discards to add 6d4 to his combat check.
Combat/Dexterity 27 (Maznar, AD4 reward, 1E reward, Razorglass Knife, Scenario): 1d4 + 4 + 2d4 + 2 + 1d4 + 1d4 + 1d4 + 6d4 ⇒ (1) + 4 + (3, 3) + 2 + (2) + (3) + (2) + (3, 2, 3, 1, 2, 3) = 34 -> Pass.
Defeated.
All characters take 1 Mental damage; Olenjack discards Razorglass Knife to Mental damage.
The Torture Chamber is closed!
Olenjack ends his turn.
Olenjack resets his hand.
No flavour.
"
Hand: Crossbow of Retribution, Lucky Rifle +2, Steel Ibis Lamellar, Wayfinder, The Viper, Old Salt (2), Forensic Physician, Blessing of Wadjet,
Displayed:
Deck: 3 Discard: 5 Buried: 6
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 7
NOTES:
Available Support: Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check after the roll
Crossbow of Retribution - Freely discard to add 1d4+1 to a distant combat check
Blessing of Wadjet - Discard to add 2d8 to any check to acquire
Other: I think I've been forgetting that we have both a +1d4 against all Pirate banes and a +1d4 against all Undead banes due to previous rewards; oops! Makes the Draugr Captains a lot less fearsome when that's considered.
Middle of Deck (Unknown Order): 0
Recharged: Ederleigh Baines, Blessing of Kofusachi, Blessing of the Savored Sting,
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).
[X] 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: Maznar discards Seaborne Trident +1 for Mental damage.
Turn 11: Maznar/Blessing of Hshurha
Recharge random card at top of turn for Ring of Regeneration: 1d5 ⇒ 5 Seaborne Trident +1
Move to Shrine of Norgorber
Explore Shrine of Norgorber Card #1: Blessing of Geryon
Divine 5 to acquire Blessing of Geryon: 1d10 + 7 ⇒ (1) + 7 = 8 [i]Acquired.
Maznar prays. Sometimes, he feels it is all he can do.
Reset hand and end turn.
Recharge random card at end of turnfor Ring of Regeneration: 1d4 ⇒ 3 Pterandon (acquired)
Hand: Vengeful Storm (loot), Blessing of the Starsong, Ring of Regeneration, Blessing of Kelizandri (acquired), Blessing of Gozreh, Blessing of Geryon (acquired),
Displayed:
Deck: 15 Discard: 3 Buried: 2
Notes: Probably should leave my Blessings alone to make sure I save Gozreh and Kelizandri for close of location after the SOT location damage. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used, Scenario 5-6D: nope
Sideboard cards:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [X] +2 [X] +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 ([X] 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.
[X] When you defeat a bane that has the Animal, Plant or Fey trait, you may recharge a random card from your discard pile.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861
| BR Mork |
During This Adventure: 5-6: Clashing Tides
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: 5-6D: The Siege of Ushiojou
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 6
Traits
Aberration
Aquatic
Check
Combat
23
Powers
Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location must move to this 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.
Monster B
Traits
Siren
Aquatic
Veteran
Check
Wisdom
8
Powers
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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 C
Traits
Task
Pirate
Check
None
Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Barrier B
Traits
Obstacle
Magic
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Perception
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Barrier 4
Traits
Trap
Magic
Electricity
Check
Dexterity
Disable
12
OR
Intelligence
Arcane
14
Powers
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Barrier 4
Traits
Skirmish
Undead
Check
Wisdom
Perception
14
OR
Divine
10
Powers
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Weapon 3
Traits
Polearm
Melee
Piercing
Magic
Check
Strength
Melee
Survival
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
Weapon 4
Traits
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Weapon 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 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 5
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spell 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 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 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 2
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 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 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.
Item 4
Traits
Accessory
Magic
Check
Dexterity
Ranged
Perception
13
Powers
Reveal this card to add 4 to your Ranged combat or Perception check.
Item 3
Traits
Object
Alchemical
Check
Intelligence
Craft
11
Powers
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
Item 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 6
Traits
Staff
Magic
Check
Intelligence
Arcane
12
Powers
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
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.
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 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.
Ally B
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
8
Powers
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Traits
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
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.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: 12 Agna/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Achaekek
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 18
Blessings Deck
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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.
Fort Hazard
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: Agna,
Lucrehold
At This Location: If this locatoin is occupied, the difficulty to defeat banes that have the Pirate trait at any locatoin is decreased by 5.
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
Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Maznar, Jirelle
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.
Monster 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.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Olenjack, Enora,
Notes:
Hall of Champions
At This Location: Add 1d6 to your checks to acquire weapons.
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Closed
Notes: Kipper=Seaborne Trident+1
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Henchman Monster 5
Traits
Human
Rogue
Pirate
Check
Combat
19
Powers
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
If defeated, you may immediately attempt to close the location this hanchman came from.
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.
Murder Hole
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
| Agna - WilderRedbeard |
Off turn: Discard Invigorating Kukri +1 for Mental damage during Olenjack's turn.
Start of turn: The hour of Achaekek
Move to Shrine to Norgorber.
Explore:
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Pike, Fire Gecko, Shadowcat, Ursine Rageskin and 3 Animals, Aspect of the Bull adds 1d10.
Combat 27: 2d10 + 6 + 1d8 + 1d4 + 2 + 1d4 + 1d4 + 1d4 + 2 + 3 ⇒ (8, 5) + 6 + (7) + (4) + 2 + (2) + (2) + (4) + 2 + 3 = 45 defeated
Not enough blessings to close so no location close check.
Recharge Archaeopteryx to explore and discard Huntsman's Greatsword +2.
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.
Combat 22: 1d10 + 6 + 1d8 + 1d4 + 2 + 1d4 + 1d4 + 1d4 + 2 + 2 ⇒ (7) + 6 + (4) + (1) + 2 + (2) + (1) + (4) + 2 + 2 = 31 defeated
Requesting that another character discard 1 card for the AYA Structural damage
Recharge Shadowcat to explore & discard Blessing of the Everbloom.
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.
Reveal Pike & Fire Gecko twice.
Combat 8+6=14: 1d10 + 6 + 1d8 + 1d4 + 2 + 1d4 + 1d4 + 2 ⇒ (9) + 6 + (1) + (4) + 2 + (3) + (2) + 2 = 29 defeated
Discard Fire Gecko for AYA Structural damage.
Agna takes off in a sprint toward the shrine. As she approaches, she passes the captain and Maznar mentioning something about the prudence of a cautious and measured approach. But the fury of a rampaging bull fills her veins and she lowers her pike, plowing directly into the undead captain guarding the Shrine. The captain explodes into individual bones which alerts his crew. In blind fury, Agna swings with her pike and her animals press the assault until none aligned with the foul Oni remain standing.
End turn and reset hand.
Hand: Cloud Puff, Angelstep, Monkey, Moose, Vampire Squid, Blessing of Gorum 2, Blessing of Milani, Venomous Pike +2 (acquired),
Displayed: Aspect of the Bull,
Deck: 5 Discard: 5 Buried: 3
Current Location: Shrine to Norgorber
Hero Points Available/Used: 8
NOTES:
Available Support: Use Cloud Puff for Port Peril Corsair BYA. Blessings & Angelstep available.
Other: Dice Re-Roll Used for 5-6D?: 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)( [X]+2) to your check.
| Enora WotR-EmpTyger |
(During Olenjack's turn)
Discarding Coordinated Blast for 1 Mental damage
(During Agna's turn)
Discarding Pierce Jerrell for 1 Structural damage
(Enora's turn)
Blessing 1: Gozreh o'clock
Moving to Shrine to Norgorber
Exploring Shrine to Norgorber 4: Port Peril Corsair
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.
Agna banishes Cloud Puff to recovery
Revealing and discarding Evocation Staff for Cold by discarding Repulsion, revealing Ice Chemist, discarding Blessing of the Seventh Veil, revealing Book, resistant to non-Swashbuckling, Pirate, replacing d12 with d4
Combat 13+12=25: 1d12 + 1d4 + 5 + 1d10 + 2d10 + 1d4 + 1d4 + 1d4 + 1 ⇒ (3) + (1) + 5 + (4) + (1, 10) + (3) + (2) + (4) + 1 = 34
Coordinated Blast is recharged. Port Peril Corsair is banished
Displaying Steal Soul. Life Drain is recharged
Ending turn. Resetting hand
(At the start of Jirelle's turn)
Displaying Eagle Aerie. Icicle Swarm is recharged
(From the logbook of Enora, ship's engineer of the Roaring Dragon.)
Busying myself with minor ship repairs provided sufficient distraction from dwelling on the horrors of Captain Jerrell's torture. When Agna's scouting report was received, noting that only the most zealous of defenders remained guarding the shrine (see: "The Bound Norgorber", by Georg Alsin), which the navigator found could be approached stealthily under cloud cover, Ollyzorus discharged the full complement of frost cannons, overwhelming the position. Eagles then were conjured to allow Maznar to fly past the shrine's still activated defenses.
Hand: Byzantine Lexicon (recharge to bless local non-combat WIS), Blessing of Qi Zhong (bless; recharge if top blessing acquires with WIS), Cloudburst,
Displayed: Steal Soul, 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, Spellbook, Fire Snake, Ice Chemist (reveal to add 1d4 to local Cold), Staff of Weather (reveal and discard a spell to add 2d8 aboard a ship/evade or banished displayed Weather bane/choose a discarded hour to put on top of the blessings discard pile),
Deck: 7 Discard: 6 Buried: 1
Notes: (2 spells)
Ask before using:
Can use without asking: Enora's protection from elements (discard a spell to prevent local Fire/Cold damage); Blessing of Qi Zhong; Eagle Aerie for movement; Byzantine Lexicon
Strength d6 [] +1
Dexterity d6 [X] +1 [X] +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 ([X] +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: 10
Summary:
Shrine to Norgorber 4 is banished.
Agna banished Cloud Puff to recovery.
Enora is at Shrine to Norgorber.