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

Game Master MorkXII

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


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Deck Handler // Tier 6.6 // 8 hero points

Taking Brine's Sting and Blessing of Besmara for loot (as always). Starting at Fog Bank. After drawing a valid starting hand, draw 2 additional cards and then shuffle an ally and blessing into my deck (Barracuda Aiger and Blessing of the Gods).

Jirelle wrote:

Hand: Evangelist, Bloodcrow Rapier, Dreamstalker, Blessing of Anubis, Brine's Sting (Loot), Ophidian Armor, Councilor's Ring, Blessing of the Vaultmaster,

Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Blessings available, if any.
5-6F: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐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).


Female Halfling Arcanist/Occularium Scholar Deck Handler

Gaining Hero Point
Upgrading Ally 4 Ice Chemist into Ally 6 Autumn Witch
Forfeiting 2nd upgrade
Starting at Maznar's location
Drawing 2 cards
Shuffling Random Ally 3: Sandara Quinn, Random Blessing 3: of Asmodeus into deck

Sandara Quinn:
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.


Blessing of Asmodeus:
Blessing 4

Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Ollyzorus's brush with command having satisfied the gnome's thirst for adventure, the alchemist has amicably taken his leave.

Sandara Quinn having overheard during her captivity the oni referring to a reclusive elf known only as the Autumn Witch, with who I consulted, the Dream Veil ritual being I must confess being beyond my own arcane talents. Invoking the dark god Asmodeus in her casting, this Autumn Witch drew our crew into a most phantasmal dimension.

Enora wrote:

Hand: Byzantine Lexicon (recharge to bless local non-combat WIS), Spellbook, Evocation Staff (reveal and discard a spell to evade and reload local monster), Ice and Fire, 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), Vampire Bat, Cloudburst, Repulsion, Blessing of the Master of Masters (discard to bless/double bless if INT; recharge if top blessing is Irori), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: (4 spells) Move Enora with Maznar.
Ask before using: Blessing of the Master of Masters
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Staff of Weather; Coordinated Blast; Byzantine Lexicon; Evocation Staff; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)

Skills and Powers:

Skills:
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: 12


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

LOOT: Valet -> Ederleigh Baines
LOOT: Venture-Captain -> Master of the Gales
LOOT: Alchemical Cartridges -> Immortal Dreamstone

Olenjack starts at Maznar's location and will move with him via Ship movement as needed.

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.

Olenjack wrote:

Hand: Blessing of Wadjet, Blessing of the Savored Sting, Wayfinder, The Viper, Old Salt (2), Blessing of Kofusachi, Forensic Physician, Master of the Gales, Wayfarer, Wyvern Poison (Core),

Displayed:
Deck: 12 Discard: 0 Buried: 0

6D Reward: Olenjack shuffles the following into his deck...

Random Ally 4: Coral Capuchin:

Ally 1
Traits
Animal
Aquatic

Check
Wisdom
Survival
6

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

Random Blessing 4: 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.

"

Olenjack wrote:

Hand: Wayfinder, Wyvern Poison (Core), The Viper, Old Salt (2), Forensic Physician, Master of the Gales, Wayfarer, Blessing of Wadjet, Blessing of the Savored Sting, Blessing of Kofusachi,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 9
NOTES:
Available Support: Wayfinder can be used to move Olenjack and examine 2 cards of the location he moves to.
Blessings are free to use!
I can avenge an encounter with a barrier if needed, and discard up to 2 cards to Structural Damage is needed.
Movement: Move with Maznar
Other: No weapon; but Blessing of Kofusachi sovles that. I'll recharge Blessing of Kofusachi to draw Razorglass Knife if any hour has a Constitution CtA.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Steel Ibis Lamellar, Coral Capuchin, Delve, Immortal Dreamstone, Lucky Rifle +2, Steal Soul, Robe of Items, Old Salt, Razorglass Knife, Blessing of Achaekek, Venomous Heavy Crossbow +2, Embalming Fluid, Ederleigh Baines, Compass
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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:

Spoiler:

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 starts at Fog Bank, I guess.

Maznar wrote:

Hand: Thylacine, Vengeful Storm (loot), Baby Triceratops, Blessing of Ketephys, Pearl of Wisdom, Control Weather, Blessing of the Green Faith 1, Ring of Regeneration, Blessing of the Green Faith 2,

Displayed:
Deck: 12 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 5-6E: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2 [ ] +3
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

(After drawing legal starting hand, draw 2 more cards (Adv 3 reward)).
Shuffle an Ally and a Blessing from the box into player deck: Albatross and Blessing of Besmara.


During This Adventure: 5-6: Clashing Tides

  • DURING THIS ADVENTURE:
  • For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
    Ship Rules:
    Commanding and Moving Ships
    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.


  • When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary
  • When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck. (1B Reward)
  • When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die. (1C Reward)
  • You may add 1d4 to your checks against Undead banes, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character. (1E Reward)
  • You may bury a Swashbuckling boon to recharge 1d4 random cards from your discard pile. (Adv 1 Reward)
  • When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish. (3A Reward)
  • On your Craft check, you may recharge any number of allies; for each recharged ally, add 1. (3E Reward)
  • After you draw your starting hand, you may draw 2 cards. (Adv 3 Reward).
  • You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it. (4A Reward)
  • When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it. (5E Reward)
  • Add 1d4 to your checks against monsters that have the Pirate trait. (Adv 4 reward)
  • At the start of the scenario, stash a second plunder card. (5A reward)
  • 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. (5D reward)
  • After drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck. (6D reward)

    During This Scenario: 5-6F: Dream Duel
    5-6F: Dream Duel
    You knew that when Akinaru vanished in the Dimension of Dreams, his odds of achieving his goal were slim, but you just couldn’t risk it.

    But how could you follow him into the dream itself? While ransacking the castle, you had found some old texts on how to “breach the veil of dreams.” The ritual required some odd components. Incense, grave dirt, and wormwood wine weren’t tough to find. The ornate silver and mithral key proved more challenging, but you eventually found one. Your thoughts briefly drifted to how you might track down Akinaru once you reach the Dimension of Dreams. But now is not the time for such worries. The sooner you follow him into that fantastical realm, the easier it will be to pick up his trail.

    As you perform each step of the ritual in turn, you remember everything that led you here. Sailing the Feathered Devil through the Tapestry, meeting Akinaru and escaping, Akinaru transforming into an oni and stranding you in the Valashmai Jungle, picking yourself up and building your new fleet in Minata. Defeating Vitterande’s fleet, a kraken, and then the Chu Ye blockade, and soaring to your confrontation with Akinaru here in his underground lair. As each memory passes, you feel a psychic thrum building up within you—the ritual is working!

    As you turn the key, you feel yourself pulled into the Dimension of Dreams. All those memories and dreams of your shipmates and ships blend together and create something brand new and yet at once deeply familiar. A golden ship resembling both the lost Feathered Serpent and the incinerated Roaring Dragon awaits you in the Dimension of Dreams. The dream vessel, forged not of matter but instead of your deep bond with your trusty ships, lies ready to carry you to Akinaru.

    You set sail, streaming through bizarre dreamscapes and amorphous interstitial Dimension of Dreams alike, until you spy Akinaru’s dream vessel in the distance: The Kodama’s Scream. As soon as Akinaru notices you, he begins to twist the dream stuff around you into horrible dangers. It seems he may understand this place a bit better than you do.

    VILLAIN:
    VOIDLORD AKINARU
    HENCHMEN:
    LADY NIGHTSHADE
    HURRICANE WINDS
    WERESHARK PIRATES

    LOCATIONS:
    1 FOG BANK
    1 PINNACLE ATOLL
    1 THEATER OF CORRUPTION
    2 GOZREH’S FLOW
    3 TELEPORTATION CHAMBER
    4 FRINGES OF THE EYE
    5 RAKER SHOALS
    6 WISHING WELL

    DURING THIS SCENARIO:

  • You may not play this scenario unless you have completed scenarios 5-6A through 5-6E.
  • At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:
    1. Shuffle your hand into your deck, then draw the same number of cards.
    2. Choose a random card, then either discard it or shuffle it into another character’s deck.
    3. Move to a random open location, then you cannot move this turn.
    4. Display the henchman Pirate Shade Haunt next to your character card.
    5. You are dealt 1 Mental damage that cannot be reduced.
    6. Summon and encounter the henchman Animate Dream.
  • After you discard cards as structural damage, discard an equal number of cards from your deck.
  • Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.
  • Your ship is the Feathered Dragon.
    Feathered Dragon:
    Feathered Dragon
    Ship 6
    Class 6

    Check to Defeat
    Arcane
    Divine
    11
    OR
    Wisdom
    Survival
    16

    When Encountered
    You may reveal any number of allies and blessings; add 1 to your check for each revealed card.
    When Commanding
    When you would discard allies or blessings as structural damage, you may recharge 1 or more of them instead.

    Check to Repair
    Craft
    Divine
    8

    When Commanding (Wrecked)
    At the start of your turn, recharge an ally or a blessing.

    A golden ship resembling both the lost Feathered Devil and the incinerated Roaring Dragon awaits you in the Dimension of Dreams. The dream vessel, forged not of matter but instead of your deep bond with your trusty ships, lies ready to carry you to Akinaru.

    Random Monsters:
    Monster 1
    Spoiler:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

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

    Monster 2
    Spoiler:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

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

    Monster 3
    Spoiler:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Monster 4
    Spoiler:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Monster 5
    Spoiler:
    Insanity Daemon
    Monster 5

    Traits
    Outsider

    Check
    Combat
    20

    Powers
    The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.

    Random Barriers:
    Barrier 1
    Spoiler:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

    Barrier 2
    Spoiler:
    Assassination Attempt
    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
    Spoiler:
    Phantom Fog
    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 4
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 5
    Spoiler:
    Cannonade
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Zul
    Weapon 2

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill +1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

    Weapon 2
    Spoiler:
    Flaming Musket +2
    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 3
    Spoiler:
    Flaming Falcata +3
    Weapon 5

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 4
    Spoiler:
    Grayflame Mace +2
    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
    Spoiler:
    Distance Musket +1
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spell 3
    Spoiler:
    Skeleton Crew
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Wall of Fire
    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
    Spoiler:
    Safe Harbor
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Armor 2
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Animated Shield
    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 4
    Spoiler:
    Brine Dragonhide Breastplate
    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
    Spoiler:
    Shark Skin Armor
    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.

    Random Items:
    Item 1
    Spoiler:
    Jolly Roger
    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 2
    Spoiler:
    Alchemical Glue
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

    Item 3
    Spoiler:
    Magic Spyglass
    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 4
    Spoiler:
    Crystal of Healing Hands
    Item 3

    Traits
    Accessory
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
    After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

    Item 5
    Spoiler:
    Emerald of Dexterity
    Item B

    Traits
    Object
    Magic

    Check
    Dexterity
    7

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

    Random Allies:
    Ally 1
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

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

    Ally 2
    Spoiler:
    Joseph 'Jack' Scrimshaw
    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 3
    Spoiler:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    Ally 4
    Spoiler:
    Rotgut
    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 5
    Spoiler:
    Albatross
    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.

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

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Kelizandri
    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 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 1 Olenjack/Yewstance

    Top of Blessing Discard Pile: Blessing of Asmodeus

    Top Blessing:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Maznar)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 3 Agna)
    Spoiler:
    Blessing of Geryon
    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.

    Blessings Deck Card 3 (Turn 4 Enora)
    Spoiler:
    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 Deck Card 4 (Turn 5 Jirelle)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 6 Olenjack)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 9 Enora)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 13 Agna)
    Spoiler:
    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 Deck Card 13 (Turn 14 Enora)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 15 Jirelle)
    Spoiler:
    Blessing of Pharasma
    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.

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

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 16 (Turn 17 Maznar)
    Spoiler:
    Blessing of Kelizandri
    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.

    Blessings Deck Card 17 (Turn 18 Agna)
    Spoiler:
    Blessing of Erastil
    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.

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 19 (Turn 20 Jirelle)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 21 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 22 (Turn 23 Agna)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 24 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 24 (Turn 25 Jirelle)
    Spoiler:
    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 Deck Card 25 (Turn 26 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 26 (Turn 27 Maznar)
    Spoiler:
    Blessing of Abadar
    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.

    Blessings Deck Card 27 (Turn 28 Agna)
    Spoiler:
    Blessing of Gorum
    Blessing C

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 28 (Turn 29 Enora)
    Spoiler:
    Blessing of Geryon
    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.

    Blessings Deck Card 29 (Turn 30 Jirelle)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Fog Bank Card 1:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Fog Bank Card 2:
    Jagged Shoals
    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.

    Fog Bank Card 3:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fog Bank Card 4:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

    Powers
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

    Fog Bank Card 5:
    Becalmed
    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.

    Fog Bank Card 6:
    Wall of Blades
    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.

    Fog Bank Card 7:
    Crawling Cyclops Hands
    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.

    Fog Bank Card 8:
    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.

    Fog Bank Card 9:
    Pirate Bomber
    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.

    Fog Bank Card 10:
    Safe Harbor
    Spell 2

    Traits
    Magic
    Arcane
    Healing

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

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

    Pinnacle Atoll Card 1:
    Potion of Flying
    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.

    Pinnacle Atoll Card 2:
    Will-O'-Wisp
    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.

    Pinnacle Atoll Card 3:
    Giant Sea Anemone
    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.

    Pinnacle Atoll Card 4:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Pinnacle Atoll Card 5:
    Treasure Hunt
    Barrier C

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

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

    Pinnacle Atoll Card 6:
    Crawling Cyclops Hands
    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.

    Pinnacle Atoll Card 7:
    Lady Nightshade
    Henchman Monster 5

    Traits
    Outsider
    Illusionist

    Check
    Combat
    19

    Powers
    Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
    If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll Card 8:
    Lady Cerise Bloodmourn
    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.

    Pinnacle Atoll Card 9:
    Sabotage
    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.

    Pinnacle Atoll Card 10:
    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.

    Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1

    Theater of Corruption Card 1:
    Mase Darimar
    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.

    Theater of Corruption Card 2:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

    Theater of Corruption Card 3:
    Musket +2
    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.

    Theater of Corruption Card 4:
    Baby Triceratops
    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.

    Theater of Corruption Card 5:
    Dimension Leap
    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.

    Theater of Corruption Card 6:
    Pirate Entertainments
    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.

    Theater of Corruption Card 7:
    Telekinesis
    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.

    Theater of Corruption Card 8:
    Sea Troll
    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.

    Theater of Corruption Card 9:
    Periscope
    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.

    Theater of Corruption Card 10:
    Voidlord Akinaru
    Villain Monster 6

    Traits
    Giant
    Outsider

    Check
    Combat
    35
    THEN
    Combat
    45

    Powers
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

    Gozreh's Flow
    At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: On closing, move all characters at this location to one other random location.
    M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1

    Gozreh's Flow Card 1:
    Symbol of Insanity
    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.

    Gozreh's Flow Card 2:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Gozreh's Flow Card 3:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Gozreh's Flow Card 4:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

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

    Gozreh's Flow Card 5:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Gozreh's Flow Card 6:
    Giant Jellyfish
    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.

    Gozreh's Flow Card 7:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

    Powers
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Gozreh's Flow Card 8:
    Sabotage
    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.

    Gozreh's Flow Card 9:
    Great White Shark
    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.

    Gozreh's Flow Card 10:
    Chelish Marine
    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.

    Teleportation Chamber
    At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
    When Closing: Examine the top card of a random other open location deck, if any. If you did not find a bane, automatically close this location; otherwise, defeat the bane to close this location.
    When Permanently Closed: On closing, move to another location.
    M:3 Ba:0 W:0 Sp:3 Ar:0 I:2 Al:1 Bl:0 ?:1

    Teleportation Chamber Card 1:
    Protect
    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.

    Teleportation Chamber Card 2:
    Sea Drake
    Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    14

    Powers
    The Sea Drake is immune to the Electricity trait.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
    After you act, the Sea Drake deals 1 Structural damage to your ship.

    Teleportation Chamber Card 3:
    Voidstick Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    20
    OR
    Divine
    16

    Powers
    The Voidstick Zombie is immune to the Mental and Poison traits.
    For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
    If undefeated, each character at your location discards 1d4 cards from her deck.

    Teleportation Chamber Card 4:
    World Wave
    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.

    Teleportation Chamber Card 5:
    Canopy Creeper
    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.

    Teleportation Chamber Card 6:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Teleportation Chamber Card 7:
    Besmaran Priest
    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.

    Teleportation Chamber Card 8:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

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

    Teleportation Chamber Card 9:
    Raise Dead
    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.

    Teleportation Chamber Card 10:
    Ring of Rat Fangs
    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.

    Fringes of the Eye
    At This Location: The difficulty of checks to defeat barriers is increased by 3.
    When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
    When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
    M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1

    Fringes of the Eye Card 1:
    Pteranodon
    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.

    Fringes of the Eye Card 2:
    Jagged Shoals
    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.

    Fringes of the Eye Card 3:
    Ambrose 'Fishguts' Kroop
    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.

    Fringes of the Eye Card 4:
    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.

    Fringes of the Eye Card 5:
    Gargoyle Sniper
    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.

    Fringes of the Eye Card 6:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Fringes of the Eye Card 7:
    Wyvern Blade Trap
    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.

    Fringes of the Eye Card 8:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Fringes of the Eye Card 9:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fringes of the Eye Card 10:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

    Powers
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

    Raker Shoals Card 1:
    Obscure
    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.

    Raker Shoals Card 2:
    Social Niceties
    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.

    Raker Shoals Card 3:
    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.

    Raker Shoals Card 4:
    Blasting Pistol +2
    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.

    Raker Shoals Card 5:
    Fortified Breastplate
    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.

    Raker Shoals Card 6:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Raker Shoals Card 7:
    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.

    Raker Shoals Card 8:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Raker Shoals Card 9:
    Firedrake Trap
    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.

    Raker Shoals Card 10:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

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


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

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

    Start of Turn (Scenario): Olenjack makes a Charisma 12 check...
    Charisma 12 (Maznar): 1d10 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9 -> Pass.
    Fail Effect: 1d6 ⇒ 5 -> (5) Olenjack takes 1 Mental damage, and discards Wayfinder to damage.

    Hm. My hand has some major shortfalls... Olenjack uses his borrowed Paizo Playmat power to discard Wyvern Poison (Core) and draw Coral Capuchin.
    ...Ugh.

    Olenjack discards Blessing of Kofusachi to search and draw Razorglass Knife from his deck.
    Deck shuffled.

    Kind of painful, because I'd much rather search out Robe of Items, which in turn could get my my repeatable Embalming Fluid poison as well as Wayfinder and Immortal Dreamstone, then I could use The Viper in my hand to re-use Robe of Items for a kickass turn... But no matter how amazing Robe of Items is as a card, I can't safely take a turn when I don't even have a weapon.

    Well, a weapon to take care of an encountered henchman, but without any poison (and not really looking to bury cards from my discard to feed my knife yet), I'll leave the monster-heavy locations to others, and head over to find boons whilst I've got my Blessing of Wadjet.

    The odd dreamscape twists and shudders around them - Olenjack feels... unfocused and odd; his mind not accustomed to its odd abstractions and his tenuous, ethereal connection to it. And yet he knows that it was right for him to be here.

    ...Now where did such a strangely altruistic thought come from?

    Olenjack moves with everyone to the Raker Shoals and takes his free exploration.

    Raker Shoals Card 1: Obscure:

    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.

    Intelligence 6 (Maznar, Blessing of Wadjet): 1d8 + 1d4 + 1d4 ⇒ (1) + (1) + (2) = 4 -> Fail, really? Ouch.
    Banished.

    The mass of colours and sensations blend with the memories of the crew - of storms and reefs and shoals, as the scenery turns into a nightmarish, frightening battle for survival. Olenjack feels like he's falling into a pit; darkness capturing him - he cries out for the captain. He cannot see! He cannot see!

    Olenjack discards Wayfarer to explore his location, adding 2d6 to all checks during this exploration.

    Raker Shoals Card 2: Social Niceties:

    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.

    Well this is making me wish I had the Obscure card in hand to junk for an ally.
    Diplomacy 14 (Maznar, Wayfarer): 1d10 + 5 + 1d4 + 2d6 ⇒ (1) + 5 + (2) + (3, 5) = 16 -> Wow, thank goodness for Wayfarer - the 2d6 added as much as the 1d10+1d4+5 did! Low, low rolls today, it seems. Pass.
    Defeated; Olenjack buries Coral Capuchin to draw...
    Random Ally 2: Joseph 'Jack' Scrimshaw:

    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.

    Until all at once he's in a brightly-lit ballroom, a half-remembered tune played by an absent orchestra. The people around him speak, and he naturally finds himself smiling and returning the flatteries and niceties of high society. He blinks, recognizing one of his crew members wander across the room. He calls out his name - "Scrimshaw-!" - but when the man turns around Olenjack finds himself staring into the face of a hideous aquatic creature transposed onto the face of his familiar subordinate.

    Olenjack discards Joseph 'Jack' Scrimshaw to explore again.

    Raker Shoals Card 3: 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.

    Automatically Acquired.

    Olenjack discards Old Salt (2) to explore again.

    Raker Shoals Card 4: Blasting Pistol +2:

    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.

    Dexterity 13 (Maznar, Blessing of Wadjet): 1d8 + 4 + 1d4 + 1d4 ⇒ (3) + 4 + (4) + (4) = 15 -> Pass.
    Acquired.

    A gun materializes in Olenjack's hand - he lifts it, fingers shaking, wanting to end the horrid thing. The surroundings return to the ship, the storm, the shoals... some sense of 'reality' - or what passes for it - returning to his perception of the dreamscape as Agna shouts something to him. He looks at the pistol in his hand... when did that get there?

    Olenjack reveals Forensic Physician to heal himself 1d4 + 1 ⇒ (1) + 1 = 2 cards.
    Olenjack is healed for 2: (Old Salt (2), Wayfinder). Deck shuffled.
    Forensic Physician is discarded.

    Olenjack recharges The Viper to exchange Master of the Gales in his hand with Forensic Physician from his discards.

    Olenjack reveals Forensic Physician to heal himself 1d4 + 1 ⇒ (2) + 1 = 3 cards.
    Honestly, I'm starting to feel like I'm just getting low rolls this turn.

    Olenjack is healed for 3: (Wayfarer, Wyvern Poison (Core), Joseph 'Jack' Scrimshaw). Deck shuffled.
    Ugh. It healed my worst cards too - leaving my Blessing of Kofusachi and Master of Gales discarded.

    Forensic Physician is discarded.

    The ship's surgeon, Rekkish, takes a look at Olenjack, speaking to him. He can't hear the words coming from the Tengu's mouth - is she speaking another language entirely? Rekkish shakes her head, feathers fluttering, saying something to Enora nearby. Olenjack captures bits of their conversation.

    "Disconnected from... shared dream... confused and lost.... might settle in time...

    Hm. I was trying to finagle a situation where I'd be able to use Blessing of Asmodeus (via Blessing of the Gods) to refill my hand, but I'm not willing to bury my Razorglass Knife to do so and I haven't seen any options to get rid of it, in part because of the lack of monsters. Scratch that plan.

    Olenjack discards Blessing of the Gods to explore again.

    Raker Shoals Card 5: Fortified Breastplate:

    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.

    Constitution 10 (Maznar, Blessing of Wadjet): 1d6 + 1d4 + 1d4 ⇒ (5) + (2) + (1) = 8 -> Fail.
    Banished.

    Olenjack discards Blessing of Wadjet to examine the top card of his location...

    Raker Shoals Card 6: Wereshark Pirate:

    Henchman Monster 6
    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hm. Okay.
    Olenjack explores with the Blessing of Wadjet's power.

    BA (Scenario): Olenjack buries Blessing of Achaekek and recharges Old Salt (2) from the top of his deck (5D reward), then summons...
    Random Ship: 22 = 22
    Filthy Lucre:
    Filthy Lucre
    Ship 6
    Class 7

    Check to Defeat
    Wisdom
    Perception
    Survival
    13
    THEN
    Survival
    Charisma
    Diplomacy
    13

    When Encountered
    If any check to defeat has the Swashbuckling trait, add 2 to it.
    When Commanding
    Reduce structural damage to this ship by 3.
    You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.

    Check to Repair
    Craft
    9

    When Commanding (Wrecked)
    At the start of your turn, summon and encounter the henchman Wereshark Pirate.
    Reduce Structural damage to this ship by 2.

    Check #1: Agna makes a Survival 13 check...
    Survival 13 (Agna, Maznar): 1d8 + 5 + 1d4 + 2 + 1d4 ⇒ (8) + 5 + (4) + 2 + (2) = 21 -> Pass.
    Check #2: Olenjack makes a Diplomacy 13 check.
    Diplomacy 13 (Maznar): 1d10 + 5 + 1d4 ⇒ (6) + 5 + (1) = 12 -> I've got plenty; spend a Hero Point (now 8) to reroll.
    Diplomacy 13 (Maznar): 1d10 + 5 + 1d4 ⇒ (7) + 5 + (2) = 14 -> Pass.
    Plunder: 1d6 ⇒ 4 -> The party stashes an Item (unless someone wants a basic card shuffled into their deck instead).

    A ship, a ship! Olenjack raises the alarm, and with his voice - or Akinaru's magic - the dreamscape shifts and they're suddenly being boarded by some half-remembered enemy. Pirates with sharks for heads snarl and leap across the ships with pistols and blades.

    Continuing the encounter with the Wereshark Pirate...
    Combat: Olenjack reveals and additionally buries Blasting Pistol +2 to use Dexterity +1d6+2+4d4. Blasting Pistol +2 adds the Swashbuckling trait to the check.
    Olenjack recharges Razorglass Knife to add 2d4.

    Combat/Dexterity 32 (Difficulty Increase, Razorglass Knife, Maznar, AD4 reward): 1d8 + 4 + 1d6 + 2 + 4d4 + 2d4 + 1d4 + 1d4 ⇒ (5) + 4 + (1) + 2 + (1, 3, 3, 2) + (2, 3) + (4) + (3) = 33 -> Pass.
    AA: Ignored (my check had the Swashbuckling trait).

    Defeated.

    Olenjack pats his coat, looking for his hidden poisons, but all at once he has a pistol in each hand. He takes aim and fires, and fires again into the melee. Waves of magical force shoot from his pistols rather than bullets as he fires again and again without any need to reload; blasting several of the pirates over the railing and into the shifting dreamscape foam below.

    Olenjack closes the Raker Shoals by taking 4 Structural Damage. Jirelle reduces it by 1, to 3.
    Olenjack recharges Blessing of the Savored Sting (Feathered Dragon) for 1 Structural Damage. 2 Structural Damage remains to be suffered by the party.
    Raker Shoals: Olenjack's hand is empty; nothing to discard.

    Olenjack ends his turn.
    Olenjack resets his hand.

    And the dream goes quiet, Rekkish saying something, as the pistols dissolve into mist from Olenjack's hands. This realm makes his head hurt so...

    Olenjack wrote:

    Hand: Steal Soul, Steel Ibis Lamellar, Embalming Fluid, Compass, Immortal Dreamstone, Ederleigh Baines, The Viper, Old Salt,

    Displayed:
    Deck: 11 Discard: 5 Buried: 3
    Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 8

    At the start of Maznar's turn, Olenjack banishes Immortal Dreamstone to draw 3 random allies...

    Random Ally 3: Besmaran Priest:

    Ally C
    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    Random Ally 4: Rotgut:

    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.

    Random Ally 5: Albatross:

    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.

    "

    Olenjack wrote:

    Hand: Steal Soul, Steel Ibis Lamellar, Embalming Fluid, Compass, Ederleigh Baines, The Viper, Old Salt, Albatross, Rotgut, Besmaran Priest,

    Displayed:
    Deck: 11 Discard: 5 Buried: 3
    Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 8
    NOTES:
    Available Support: Compass - Olenjack can move to a location and examine its top card if needed
    I can avenge an encounter with a barrier if needed, and discard up to 2 cards to Structural Damage as needed.
    Movement: Move with Maznar
    Other: Phew, that was a bit of a treacherous turn.

    Requesting that someone hand me a weak blessing, so I can immediately use The Viper to switch it with Blessing of Kofusachi from my discards.
    I'll recharge my then-drawn Blessing of Kofusachi to draw Razorglass Knife if any hour has a Constitution CtA.

    Additionally, I'll display Steal Soul as soon as a local (non-attack-immune monster) is defeated.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lucky Rifle +2, Venomous Heavy Crossbow +2, Delve, Wayfarer, Robe of Items, Joseph 'Jack' Scrimshaw, Wayfinder, Wyvern Poison (Core)
    Recharged: Old Salt (2), Razorglass Knife, Blessing of the Savored Sting,
    Discard Pile: Blessing of Kofusachi, Master of the Gales, Forensic Physician, Blessing of the Gods, Blessing of Wadjet,
    Buried Pile: Coral Capuchin, Blessing of Achaekek, Blasting Pistol +2,

    Skills and Powers:
    SKILLS
    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:

    Spoiler:

    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.
    "


    Female Halfling Arcanist/Occularium Scholar Deck Handler

    (During Olenjack's turn)
    Discarding Ice and Fire from hand and discarding Blessing of Asmodeus from deck for 1 Structural damage

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

    Our vessel straining under the phantasmal forces, I was unable to discern what action Olenjack took to cause, focusing my countermagicks to preserve our structural integrity, readying a recasting should it prove immediately necessary.

    Enora wrote:

    Hand: Byzantine Lexicon (recharge to bless local non-combat WIS), Spellbook, Evocation Staff (reveal and discard a spell to evade and reload local monster), Staff of Weather (reveal and discard a spell to add 2d8 aboard a ship/evade or banish displayed Weather bane/choose a discarded hour to put on top of the blessings discard pile), Vampire Bat, Cloudburst, Repulsion, Blessing of the Master of Masters (discard to bless/double bless if INT; recharge if Irori hour), Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat),

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Notes: (3 spells) Move Enora with Maznar. If no one else does, I will discard Repulsion + a card from my deck for the last point of Raker Shoals structural damage from Olenjack's turn.
    Ask before using: Blessing of the Master of Masters
    Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Staff of Weather; Coordinated Blast; Byzantine Lexicon; Evocation Staff; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)

    Skills and Powers:

    Skills:
    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: 12


    Agna is discarding for the other structural damage point? Then I will take turn.

    Turn 2: Maznar/Blessing of Cayden Cailean
    Star of turn: fail Charisma 12 check
    Consequence for failure: 1d6 ⇒ 4 Display the henchman Pirate Shade Haunt next to character card.

    Almost the first thing the naturalist sees as they enter the dream realm is... his dead father? The old man, Maktran, points an accusing finger at Maznar and howls insults in the poor dwarf's ears.

    Move with party to Fog Bank
    Explore Fog Bank Card #1: Mercenary
    Combat 17 to defeat Mercenary, revealing Thylacine and discarding Control Weather: 1d8 + 1d4 + 2d8 ⇒ (2) + (1) + (8, 7) = 18 Defeated; banished
    Divine 14 to recharge Control Weather, revealing Baby Triceratops: 1d10 + 7 + 1d4 ⇒ (10) + 7 + (4) = 21 Recharged

    Maznar hangs on for dear life as the ship travels into what he can only describe as a realm of nightmare. When a bizarre, headless sailor jumps over the rail, the druid the blasts it with green fire, hoping it was indeed a foe.

    Discard Thylacine to explore Fog Bank Card #2: Jagged Shoals
    Survival 12 to defeat Jagged Shoals, revealing Baby Triceratops and discarding Blessing of Ketephys: 1d10 + 2 + 2 + 1d4 + 1d10 ⇒ (3) + 2 + 2 + (1) + (4) = 12 Yeesh. OK, defeasted and banished, but barely.

    The ship starts to list as it drags against a shoal of melting dreamstuff; it is all Maznar can do to use a pole to clear the stuff from the side of the boat.

    Reset hand and end turn.
    Reveal Ring of Regeneration to recharge random card from discard pile: 1d2 ⇒ 1 Thylacine

    Maznar wrote:

    Hand: Blessing of the Starsong, Vengeful Storm (loot), Baby Triceratops, Pearl of Wisdom, Blessing of the Green Faith 1, Ring of Regeneration, Blessing of the Green Faith 2,

    Displayed: Pirate Shade Haunt,
    Deck: 15 Discard: 1 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 5-6F: nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ] +1 [ ] +2 [ ] +3
    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


    Deck Handler // Tier 6.6 // 8 hero points

    Discard Bloodcrow Rapier for the final point of Structural damage. Scenario: discard Keen Rapier +3 from deck.


    During This Adventure: 5-6: Clashing Tides

  • DURING THIS ADVENTURE:
  • For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
    Ship Rules:
    Commanding and Moving Ships
    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.


  • When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary
  • When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck. (1B Reward)
  • When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die. (1C Reward)
  • You may add 1d4 to your checks against Undead banes, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character. (1E Reward)
  • You may bury a Swashbuckling boon to recharge 1d4 random cards from your discard pile. (Adv 1 Reward)
  • When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish. (3A Reward)
  • On your Craft check, you may recharge any number of allies; for each recharged ally, add 1. (3E Reward)
  • After you draw your starting hand, you may draw 2 cards. (Adv 3 Reward).
  • You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it. (4A Reward)
  • When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it. (5E Reward)
  • Add 1d4 to your checks against monsters that have the Pirate trait. (Adv 4 reward)
  • At the start of the scenario, stash a second plunder card. (5A reward)
  • 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. (5D reward)
  • After drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck. (6D reward)

    During This Scenario: 5-6F: Dream Duel
    5-6F: Dream Duel
    You knew that when Akinaru vanished in the Dimension of Dreams, his odds of achieving his goal were slim, but you just couldn’t risk it.

    But how could you follow him into the dream itself? While ransacking the castle, you had found some old texts on how to “breach the veil of dreams.” The ritual required some odd components. Incense, grave dirt, and wormwood wine weren’t tough to find. The ornate silver and mithral key proved more challenging, but you eventually found one. Your thoughts briefly drifted to how you might track down Akinaru once you reach the Dimension of Dreams. But now is not the time for such worries. The sooner you follow him into that fantastical realm, the easier it will be to pick up his trail.

    As you perform each step of the ritual in turn, you remember everything that led you here. Sailing the Feathered Devil through the Tapestry, meeting Akinaru and escaping, Akinaru transforming into an oni and stranding you in the Valashmai Jungle, picking yourself up and building your new fleet in Minata. Defeating Vitterande’s fleet, a kraken, and then the Chu Ye blockade, and soaring to your confrontation with Akinaru here in his underground lair. As each memory passes, you feel a psychic thrum building up within you—the ritual is working!

    As you turn the key, you feel yourself pulled into the Dimension of Dreams. All those memories and dreams of your shipmates and ships blend together and create something brand new and yet at once deeply familiar. A golden ship resembling both the lost Feathered Serpent and the incinerated Roaring Dragon awaits you in the Dimension of Dreams. The dream vessel, forged not of matter but instead of your deep bond with your trusty ships, lies ready to carry you to Akinaru.

    You set sail, streaming through bizarre dreamscapes and amorphous interstitial Dimension of Dreams alike, until you spy Akinaru’s dream vessel in the distance: The Kodama’s Scream. As soon as Akinaru notices you, he begins to twist the dream stuff around you into horrible dangers. It seems he may understand this place a bit better than you do.

    VILLAIN:
    VOIDLORD AKINARU
    HENCHMEN:
    LADY NIGHTSHADE
    HURRICANE WINDS
    WERESHARK PIRATES

    LOCATIONS:
    1 FOG BANK
    1 PINNACLE ATOLL
    1 THEATER OF CORRUPTION
    2 GOZREH’S FLOW
    3 TELEPORTATION CHAMBER
    4 FRINGES OF THE EYE
    5 RAKER SHOALS
    6 WISHING WELL

    DURING THIS SCENARIO:

  • You may not play this scenario unless you have completed scenarios 5-6A through 5-6E.
  • At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:
    1. Shuffle your hand into your deck, then draw the same number of cards.
    2. Choose a random card, then either discard it or shuffle it into another character’s deck.
    3. Move to a random open location, then you cannot move this turn.
    4. Display the henchman Pirate Shade Haunt next to your character card.
    5. You are dealt 1 Mental damage that cannot be reduced.
    6. Summon and encounter the henchman Animate Dream.
  • After you discard cards as structural damage, discard an equal number of cards from your deck.
  • Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.
  • Your ship is the Feathered Dragon.
    Feathered Dragon:
    Feathered Dragon
    Ship 6
    Class 6

    Check to Defeat
    Arcane
    Divine
    11
    OR
    Wisdom
    Survival
    16

    When Encountered
    You may reveal any number of allies and blessings; add 1 to your check for each revealed card.
    When Commanding
    When you would discard allies or blessings as structural damage, you may recharge 1 or more of them instead.

    Check to Repair
    Craft
    Divine
    8

    When Commanding (Wrecked)
    At the start of your turn, recharge an ally or a blessing.

    A golden ship resembling both the lost Feathered Devil and the incinerated Roaring Dragon awaits you in the Dimension of Dreams. The dream vessel, forged not of matter but instead of your deep bond with your trusty ships, lies ready to carry you to Akinaru.

    Random Monsters:
    Monster 1
    Spoiler:
    Saltwater Ogre
    Monster C

    Traits
    Giant
    Ogre
    Aquatic

    Check
    Combat
    14

    Powers
    If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

    Monster 2
    Spoiler:
    Blood Hag
    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
    Spoiler:
    Sea Scourge
    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
    Spoiler:
    Gargiya
    Monster 6

    Traits
    Aberration
    Aquatic

    Check
    Combat
    25

    Powers
    All damage from the Gargiya is Fire damage.
    If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.

    Monster 5
    Spoiler:
    Sea Serpent
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Pirate Hunting
    Barrier C

    Traits
    Task
    Pirate

    Check
    None

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

    Barrier 2
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Barrier 3
    Spoiler:
    Drowning Spikes Trap
    Barrier 1

    Traits
    Trap
    Aquatic

    Check
    Dexterity
    Disable
    7

    Powers
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

    Barrier 4
    Spoiler:
    Assassination Attempt
    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 5
    Spoiler:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Random Weapons:
    Weapon 1
    Spoiler:
    Keen Falcata +1
    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 2
    Spoiler:
    Trident +2
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

    Weapon 3
    Spoiler:
    Heavy Crossbow
    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 4
    Spoiler:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 5
    Spoiler:
    Venomous Pike +2
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Safe Harbor
    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 2
    Spoiler:
    Divine Fortune
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.

    Spell 3
    Spoiler:
    Tsunami
    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 4
    Spoiler:
    Animated Weapon
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Shark Skin Armor
    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
    Spoiler:
    Breastplate of the Deep
    Armor 5

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Besmaran Vestments
    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.

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

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 2
    Spoiler:
    Powder Keg
    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 3
    Spoiler:
    Fuse Grenade
    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 4
    Spoiler:
    Fuse Grenade
    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 5
    Spoiler:
    Potion of Heroism
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Slip
    Ally 3

    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    Ally 2
    Spoiler:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 3
    Spoiler:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

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

    Ally 4
    Spoiler:
    Audessa Reyquio
    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 5
    Spoiler:
    Heartbreak Hinsin
    Ally B

    Traits
    Human
    Aristocrat
    Pirate

    Check
    Dexterity
    Disable
    4
    THEN
    Charisma
    Diplomacy
    7

    Powers
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    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.

    Blessing 4
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessing 5
    Spoiler:
    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.

    Turn: 3 Agna/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Geryon

    Top Blessing:
    Blessing of Geryon
    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.


    Blessings Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Enora)
    Spoiler:
    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 Deck Card 2 (Turn 5 Jirelle)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 6 Olenjack)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 6 (Turn 9 Enora)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 13 Agna)
    Spoiler:
    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 Deck Card 11 (Turn 14 Enora)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 15 Jirelle)
    Spoiler:
    Blessing of Pharasma
    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.

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

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 14 (Turn 17 Maznar)
    Spoiler:
    Blessing of Kelizandri
    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.

    Blessings Deck Card 15 (Turn 18 Agna)
    Spoiler:
    Blessing of Erastil
    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.

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 17 (Turn 20 Jirelle)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 21 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 20 (Turn 23 Agna)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 24 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 22 (Turn 25 Jirelle)
    Spoiler:
    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 Deck Card 23 (Turn 26 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 24 (Turn 27 Maznar)
    Spoiler:
    Blessing of Abadar
    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.

    Blessings Deck Card 25 (Turn 28 Agna)
    Spoiler:
    Blessing of Gorum
    Blessing C

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 26 (Turn 29 Enora)
    Spoiler:
    Blessing of Geryon
    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.

    Blessings Deck Card 27 (Turn 30 Jirelle)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    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
    Located here: Maznar, Olenjack, Enora, Jirelle, Agna

    Fog Bank Card 1:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fog Bank Card 2:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

    Powers
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

    Fog Bank Card 3:
    Becalmed
    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.

    Fog Bank Card 4:
    Wall of Blades
    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.

    Fog Bank Card 5:
    Crawling Cyclops Hands
    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.

    Fog Bank Card 6:
    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.

    Fog Bank Card 7:
    Pirate Bomber
    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.

    Fog Bank Card 8:
    Safe Harbor
    Spell 2

    Traits
    Magic
    Arcane
    Healing

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

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

    Pinnacle Atoll Card 1:
    Potion of Flying
    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.

    Pinnacle Atoll Card 2:
    Will-O'-Wisp
    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.

    Pinnacle Atoll Card 3:
    Giant Sea Anemone
    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.

    Pinnacle Atoll Card 4:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Pinnacle Atoll Card 5:
    Treasure Hunt
    Barrier C

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

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

    Pinnacle Atoll Card 6:
    Crawling Cyclops Hands
    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.

    Pinnacle Atoll Card 7:
    Lady Nightshade
    Henchman Monster 5

    Traits
    Outsider
    Illusionist

    Check
    Combat
    19

    Powers
    Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
    If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll Card 8:
    Lady Cerise Bloodmourn
    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.

    Pinnacle Atoll Card 9:
    Sabotage
    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.

    Pinnacle Atoll Card 10:
    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.

    Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1

    Theater of Corruption Card 1:
    Mase Darimar
    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.

    Theater of Corruption Card 2:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

    Theater of Corruption Card 3:
    Musket +2
    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.

    Theater of Corruption Card 4:
    Baby Triceratops
    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.

    Theater of Corruption Card 5:
    Dimension Leap
    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.

    Theater of Corruption Card 6:
    Pirate Entertainments
    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.

    Theater of Corruption Card 7:
    Telekinesis
    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.

    Theater of Corruption Card 8:
    Sea Troll
    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.

    Theater of Corruption Card 9:
    Periscope
    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.

    Theater of Corruption Card 10:
    Voidlord Akinaru
    Villain Monster 6

    Traits
    Giant
    Outsider

    Check
    Combat
    35
    THEN
    Combat
    45

    Powers
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

    Gozreh's Flow
    At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: On closing, move all characters at this location to one other random location.
    M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1

    Gozreh's Flow Card 1:
    Symbol of Insanity
    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.

    Gozreh's Flow Card 2:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Gozreh's Flow Card 3:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Gozreh's Flow Card 4:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

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

    Gozreh's Flow Card 5:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Gozreh's Flow Card 6:
    Giant Jellyfish
    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.

    Gozreh's Flow Card 7:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

    Powers
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Gozreh's Flow Card 8:
    Sabotage
    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.

    Gozreh's Flow Card 9:
    Great White Shark
    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.

    Gozreh's Flow Card 10:
    Chelish Marine
    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.

    Teleportation Chamber
    At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
    When Closing: Examine the top card of a random other open location deck, if any. If you did not find a bane, automatically close this location; otherwise, defeat the bane to close this location.
    When Permanently Closed: On closing, move to another location.
    M:3 Ba:0 W:0 Sp:3 Ar:0 I:2 Al:1 Bl:0 ?:1

    Teleportation Chamber Card 1:
    Protect
    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.

    Teleportation Chamber Card 2:
    Sea Drake
    Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    14

    Powers
    The Sea Drake is immune to the Electricity trait.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
    After you act, the Sea Drake deals 1 Structural damage to your ship.

    Teleportation Chamber Card 3:
    Voidstick Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    20
    OR
    Divine
    16

    Powers
    The Voidstick Zombie is immune to the Mental and Poison traits.
    For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
    If undefeated, each character at your location discards 1d4 cards from her deck.

    Teleportation Chamber Card 4:
    World Wave
    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.

    Teleportation Chamber Card 5:
    Canopy Creeper
    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.

    Teleportation Chamber Card 6:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Teleportation Chamber Card 7:
    Besmaran Priest
    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.

    Teleportation Chamber Card 8:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

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

    Teleportation Chamber Card 9:
    Raise Dead
    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.

    Teleportation Chamber Card 10:
    Ring of Rat Fangs
    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.

    Fringes of the Eye
    At This Location: The difficulty of checks to defeat barriers is increased by 3.
    When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
    When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
    M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1

    Fringes of the Eye Card 1:
    Pteranodon
    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.

    Fringes of the Eye Card 2:
    Jagged Shoals
    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.

    Fringes of the Eye Card 3:
    Ambrose 'Fishguts' Kroop
    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.

    Fringes of the Eye Card 4:
    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.

    Fringes of the Eye Card 5:
    Gargoyle Sniper
    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.

    Fringes of the Eye Card 6:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Fringes of the Eye Card 7:
    Wyvern Blade Trap
    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.

    Fringes of the Eye Card 8:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Fringes of the Eye Card 9:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fringes of the Eye Card 10:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

    Powers
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Raker Shoals
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Agna's Deck Handler

    The hour of Geryon
    Start of turn check: Maznar and Agna reveal Animals, Agna reveals Seaborne Trident +1
    Perception 12: 1d8 + 5 + 3d4 + 2 ⇒ (6) + 5 + (3, 2, 2) + 2 = 20 success
    Draw a card: Blessing of Gorum.
    Move to Gozreh's Flow with group.

    Explore:

    Symbol of Insanity:
    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.

    Aspect of the Bull adds a die, Maznar and Agna reveal Animals, Seaborne Trident adds 1d4
    Wisdom 14: 2d8 + 2 + 3d4 + 2 ⇒ (4, 2) + 2 + (1, 1, 2) + 2 = 14 defeated & banished

    Discard Blessing of Gorum to explore:

    Spyglass:
    Item B
    Traits
    Object

    Check
    Wisdom
    Perception
    4

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Auto-acquire with Perception skill.

    Discard Blessing of Milani to explore:

    Wereshark Pirate:
    Henchman Monster 6
    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bury Spyglass from hand. Summon and encounter random ship: 1d22 ⇒ 18
    Dominator:
    Ship B
    Class 6

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Dexterity
    Ranged
    11

    When Encountered
    If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
    When Commanding
    You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    Remove the Swashbuckling trait from all of your checks.

    Maznar and Agna reveal Animals, reveal Seaborne Trident.
    Survival 8: 1d8 + 5 + 3d4 + 2 ⇒ (3) + 5 + (3, 2, 2) + 2 = 17 defeated
    Plunder: 1d6 ⇒ 4
    Wereshark Pirate combat check:
    Increased by 6 for hour. Reveal and discard Seaborne Trident, Maznar & Agna's Animals, reveal Ursine Rageskin & 3 Animals for +3, reveal Fire Gecko for 1d4 and Fire, discard Blessing of Abadar to bless.
    Combat 26+6=32: 2d10 + 6 + 2d8 + 1 + 3d4 + 2 ⇒ (7, 2) + 6 + (4, 3) + 1 + (3, 1, 1) + 2 = 30 Hero Point re-roll
    Combat 26+6=32: 2d10 + 6 + 2d8 + 1 + 3d4 + 2 ⇒ (10, 5) + 6 + (7, 4) + 1 + (3, 4, 4) + 2 = 46 defeated
    No swash so Discard top card of blessings deck - hour is now Hshurha
    Olenjack can display Steal Soul per his notes.
    Reveal Animals for location close check.
    Survival 7: 1d8 + 5 + 2d4 + 2 ⇒ (8) + 5 + (1, 2) + 2 = 18 success
    Gozreh's Flow closed.
    All characters move to 1-FB, 2-PA, 3-ToC, 4-TC, 5-FotE, 6- RS: 1d6 ⇒ 2 Pinnacle Atoll

    Angelstep to recovery to heal: 1d4 + 1 ⇒ (1) + 1 = 2 Blessing of Gorum and Seaborne Trident +1.
    End turn. Auto-recovery Angelstep with Survival skill, revealing Animals. Reset hand.

    Agna wrote:

    Hand: Seaborne Trident +1, Ursine Rageskin, Archaeopteryx, Baby Triceratops, Monkey, Fire Gecko, Blessing of Wind and Waves, Blessing of the Gods (acquired),

    Displayed: Aspect of the Bull,
    Deck: 13 Discard: 2 Buried: 1
    Current Location: Pinnacle Atoll
    Hero Points Available/Used: 7
    NOTES:
    Available Support: Blessings availables.
    Other: Dice Re-Roll Used for 5-6F?: N

    Skills and Powers:
    SKILLS

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

    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.


    Female Halfling Arcanist/Occularium Scholar Deck Handler

    (At end of Agna's turn)
    Agna examines Pinnacle Atoll 1: Potion of Flying

    (Enora's turn)
    Blessing 2: Asmodeus o'clock
    Revealing Book. Maznar reveals Animal
    CHA 12: 1d8 + 1d4 + 1 + 1d4 ⇒ (7) + (4) + 1 + (2) = 14
    Drawing Arcane Cannonade.
    Displaying Arcane Cannonade. Ice and Fire is recharged
    Exploring Pinnacle Rock 1: Potion of Flying

    Potion of Flying:
    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.


    Hirgenzosk: 1d12 ⇒ 1
    Hirgenzosk is shuffled into Pinnacle Atoll
    Hirgenzosk:
    Monster Henchman B

    Traits:
    Dragon
    Aquatic
    To Defeat:
    Combat 30
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.


    Revealing Spellbook, revealing Book. Maznar reveals Animal
    Knowledge 10: 1d12 + 7 + 1d4 + 1d4 + 1 + 1d4 ⇒ (3) + 7 + (3) + (3) + 1 + (3) = 20
    Potion of Flying is acquired

    Banishing Potion of Flying to move to Fringes of the Eye taking everyone and explore Fringes of the Eye 1: Pteranodon

    Pteranodon:
    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.


    Recharging Byzantine Lexicon, revealing Book. Maznar reveals Animal
    WIS 11: 2d6 + 1d4 + 1 + 1d4 ⇒ (6, 5) + (4) + 1 + (2) = 18
    Pteranodon is acquired

    Discarding Pteranodon to move to Teleportation Chamber taking everyone and explore Teleportation Chamber 1: Protect

    Protect:
    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.


    Revealing Spellbook, revealing Book. Maznar reveals Animal
    Knowledge 6: 1d12 + 7 + 1d4 + 1d4 + 1 + 1d4 ⇒ (8) + 7 + (1) + (4) + 1 + (2) = 23
    Protect is acquired

    Discarding Blessing of the Master of Masters to explore Teleportation Chamber 2: Sea Drake

    Sea Drake:
    Monster B

    Traits
    Dragon
    Aquatic
    Check
    Combat
    14
    Powers
    The Sea Drake is immune to the Electricity trait.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
    After you act, the Sea Drake deals 1 Structural damage to your ship.


    Displaying Repulsion and recharging Protect to evade Sea Drake. Sea Drake is shuffled back into Teleportation Chamber.
    Shuffled Teleportation Chamber: 1d9 + 1 ⇒ (8) + 1 = 9
    Using Repulsion to explore Teleportation Chamber 9: Raise Dead

    Raise Dead:
    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.


    Revealing Spellbook, revealing Book. Maznar reveals Animal
    Knowledge 12: 1d12 + 7 + 1d4 + 1d4 + 1 + 1d4 ⇒ (5) + 7 + (3) + (3) + 1 + (3) = 22
    Raise Dead is acquired

    Shuffled Teleportation Chamber: 1d9 + 1 ⇒ (3) + 1 = 4
    Discarding Vampire Bat to examine and explore Teleportation Chamber 4: World Wave

    World Wave:
    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.


    Revealing Spellbook, revealing Book. Maznar reveals Animal
    Knowledge 15: 1d12 + 7 + 1d4 + 1d4 + 1 + 1d4 ⇒ (9) + 7 + (4) + (2) + 1 + (3) = 26
    World Wave is acquired

    Ending turn. Recovery: Revealing Spellbook, revealing Book. Maznar reveals Animal
    Arcane 15: 1d12 + 5 + 1d4 + 1d4 + 1 + 1d4 ⇒ (3) + 5 + (2) + (4) + 1 + (1) = 16
    Arcane Cannonade remains displayed. Revealing Spellbook, revealing Book. Maznar reveals Animal
    Arcane 15: 1d12 + 5 + 1d4 + 1d4 + 1 + 1d4 ⇒ (6) + 5 + (1) + (3) + 1 + (3) = 19
    Repulsion is recharged.
    Resetting hand

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

    Conducting a quick but thorough test to ensure that our arcane artillery still functioned within the dreamscape (see "The Interplanar Guide to Cannon Maintenance" by Rosky Phelagrin), an unusually buoyant liquid observed by Agna I collected (see "Uncommon Psychotropics" by Salgez Kamm), a substance which revealed monsters normally kept unseen at the fringes of the Mind's Eye, namely the nightmarish Hirgenzosk, from who we fled atop Maznar's flying beasts.

    Activating our ship's repulsion field to keep out storm dragons, to provide sufficient uninterrupted time for comprehensive casting techniques to be practiced with my familiar (see: "The Encyclopedia of Dream Magic" edited by Luciana Liliana et al, esp. Vol.s 1, 2, 7: "On Abjuration", "On Conjuration", "On Necromancy"), I reported to Captain Jirelle confirmation of castable magical support, against whatever might appear.

    Enora wrote:

    Hand: Raise Dead (banish to resurrect and heal for 10), Spellbook, Evocation Staff (reveal and discard a spell to evade and reload local monster), World Wave (banish to recovery at end of any turn to move any characters at Enora's location to another location, ignoring restrictions), Staff of Weather (reveal and discard a spell to add 2d8 aboard a ship/evade or banish displayed Weather bane/choose a discarded hour to put on top of the blessings discard pile), Cloudburst, Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat), Life Drain,

    Displayed: Arcane Cannonade (display for 1d6 to all combat),
    Deck: 15 Discard: 4 Buried: 0
    Notes: (5 spells) Move Enora with Maznar.
    Ask before using: World Wave
    Can use without asking: Arcane Cannonade; Staff of Weather; Coordinated Blast; Evocation Staff; Raise Dead; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)

    Skills and Powers:

    Skills:
    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: 12

    Summary:
    Blessing deck is off by 1 (from Agna's turn).
    Pinnacle Rock 1 is banished.
    Hirgenzosk is shuffled into Pinnacle Rock.
    Fringes of the Eye 1 is acquired.
    Teleportation Chamber 1, 4, 9 are acquired.
    Teleportation Chamber is shuffled (contains Sea Drake)
    Everyone is at Teleportation Chamber.
    Arcane Cannonade is displayed.


    During This Adventure: 5-6: Clashing Tides

  • DURING THIS ADVENTURE:
  • For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
    Ship Rules:
    Commanding and Moving Ships
    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.


  • When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary
  • When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck. (1B Reward)
  • When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die. (1C Reward)
  • You may add 1d4 to your checks against Undead banes, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character. (1E Reward)
  • You may bury a Swashbuckling boon to recharge 1d4 random cards from your discard pile. (Adv 1 Reward)
  • When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish. (3A Reward)
  • On your Craft check, you may recharge any number of allies; for each recharged ally, add 1. (3E Reward)
  • After you draw your starting hand, you may draw 2 cards. (Adv 3 Reward).
  • You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it. (4A Reward)
  • When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it. (5E Reward)
  • Add 1d4 to your checks against monsters that have the Pirate trait. (Adv 4 reward)
  • At the start of the scenario, stash a second plunder card. (5A reward)
  • 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. (5D reward)
  • After drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck. (6D reward)

    During This Scenario: 5-6F: Dream Duel
    5-6F: Dream Duel
    You knew that when Akinaru vanished in the Dimension of Dreams, his odds of achieving his goal were slim, but you just couldn’t risk it.

    But how could you follow him into the dream itself? While ransacking the castle, you had found some old texts on how to “breach the veil of dreams.” The ritual required some odd components. Incense, grave dirt, and wormwood wine weren’t tough to find. The ornate silver and mithral key proved more challenging, but you eventually found one. Your thoughts briefly drifted to how you might track down Akinaru once you reach the Dimension of Dreams. But now is not the time for such worries. The sooner you follow him into that fantastical realm, the easier it will be to pick up his trail.

    As you perform each step of the ritual in turn, you remember everything that led you here. Sailing the Feathered Devil through the Tapestry, meeting Akinaru and escaping, Akinaru transforming into an oni and stranding you in the Valashmai Jungle, picking yourself up and building your new fleet in Minata. Defeating Vitterande’s fleet, a kraken, and then the Chu Ye blockade, and soaring to your confrontation with Akinaru here in his underground lair. As each memory passes, you feel a psychic thrum building up within you—the ritual is working!

    As you turn the key, you feel yourself pulled into the Dimension of Dreams. All those memories and dreams of your shipmates and ships blend together and create something brand new and yet at once deeply familiar. A golden ship resembling both the lost Feathered Serpent and the incinerated Roaring Dragon awaits you in the Dimension of Dreams. The dream vessel, forged not of matter but instead of your deep bond with your trusty ships, lies ready to carry you to Akinaru.

    You set sail, streaming through bizarre dreamscapes and amorphous interstitial Dimension of Dreams alike, until you spy Akinaru’s dream vessel in the distance: The Kodama’s Scream. As soon as Akinaru notices you, he begins to twist the dream stuff around you into horrible dangers. It seems he may understand this place a bit better than you do.

    VILLAIN:
    VOIDLORD AKINARU
    HENCHMEN:
    LADY NIGHTSHADE
    HURRICANE WINDS
    WERESHARK PIRATES

    LOCATIONS:
    1 FOG BANK
    1 PINNACLE ATOLL
    1 THEATER OF CORRUPTION
    2 GOZREH’S FLOW
    3 TELEPORTATION CHAMBER
    4 FRINGES OF THE EYE
    5 RAKER SHOALS
    6 WISHING WELL

    DURING THIS SCENARIO:

  • You may not play this scenario unless you have completed scenarios 5-6A through 5-6E.
  • At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:
    1. Shuffle your hand into your deck, then draw the same number of cards.
    2. Choose a random card, then either discard it or shuffle it into another character’s deck.
    3. Move to a random open location, then you cannot move this turn.
    4. Display the henchman Pirate Shade Haunt next to your character card.
    5. You are dealt 1 Mental damage that cannot be reduced.
    6. Summon and encounter the henchman Animate Dream.
  • After you discard cards as structural damage, discard an equal number of cards from your deck.
  • Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.
  • Your ship is the Feathered Dragon.
  • Arcade Cannonade
    Feathered Dragon:
    Feathered Dragon
    Ship 6
    Class 6

    Check to Defeat
    Arcane
    Divine
    11
    OR
    Wisdom
    Survival
    16

    When Encountered
    You may reveal any number of allies and blessings; add 1 to your check for each revealed card.
    When Commanding
    When you would discard allies or blessings as structural damage, you may recharge 1 or more of them instead.

    Check to Repair
    Craft
    Divine
    8

    When Commanding (Wrecked)
    At the start of your turn, recharge an ally or a blessing.

    A golden ship resembling both the lost Feathered Devil and the incinerated Roaring Dragon awaits you in the Dimension of Dreams. The dream vessel, forged not of matter but instead of your deep bond with your trusty ships, lies ready to carry you to Akinaru.

    Random Monsters:
    Monster 1
    Spoiler:
    Sapphire Jellyfish
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Electricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

    Monster 2
    Spoiler:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Monster 3
    Spoiler:
    Tetrolimulus
    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 4
    Spoiler:
    Bakekujira
    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.

    Monster 5
    Spoiler:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

    Powers
    Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

    Random Barriers:
    Barrier 1
    Spoiler:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

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

    Barrier 2
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

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

    Barrier 3
    Spoiler:
    Teleportation Trap
    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 4
    Spoiler:
    Pirate Hunting
    Barrier C

    Traits
    Task
    Pirate

    Check
    None

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

    Barrier 5
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Flaming Musket +2
    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 2
    Spoiler:
    Saltbox
    Weapon 4

    Traits
    Firearm
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Weapon 3
    Spoiler:
    Furious Broadsword +2
    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 4
    Spoiler:
    Sword Cane Pistol +2
    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 5
    Spoiler:
    Spellsword +2
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Shapechange
    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
    Spoiler:
    Shapechange
    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 3
    Spoiler:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Righteousness
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 5
    Spoiler:
    Resist Energy
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Reflecting Buckler
    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
    Spoiler:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 3
    Spoiler:
    Breastplate of the Deep
    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
    Spoiler:
    Shark Skin Armor
    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
    Spoiler:
    Besmaran Vestments
    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.

    Random Items:
    Item 1
    Spoiler:
    Potion of Flying
    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 2
    Spoiler:
    Crystal of Healing Hands
    Item 3

    Traits
    Accessory
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
    After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

    Item 3
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 4
    Spoiler:
    Gloves of Dueling
    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
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Random Allies:
    Ally 1
    Spoiler:
    Merrill Pegsworthy
    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 2
    Spoiler:
    Royster McCleagh
    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
    Spoiler:
    Tessa Fairwind
    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 4
    Spoiler:
    Rotgut
    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 5
    Spoiler:
    Baby Triceratops
    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.

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of 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.

    Blessing 4
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 5 Jirelle/skizzerz

    Top of Blessing Discard Pile: Blessing of Asmodeus

    Top Blessing:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Olenjack)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 7 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 12 Maznar)
    Spoiler:
    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 Deck Card 8 (Turn 13 Agna)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 14 Enora)
    Spoiler:
    Blessing of Pharasma
    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.

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

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 11 (Turn 16 Olenjack)
    Spoiler:
    Blessing of Kelizandri
    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.

    Blessings Deck Card 12 (Turn 17 Maznar)
    Spoiler:
    Blessing of Erastil
    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.

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 17 (Turn 22 Maznar)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 19 (Turn 24 Enora)
    Spoiler:
    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 Deck Card 20 (Turn 25 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 21 (Turn 26 Olenjack)
    Spoiler:
    Blessing of Abadar
    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.

    Blessings Deck Card 22 (Turn 27 Maznar)
    Spoiler:
    Blessing of Gorum
    Blessing C

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 23 (Turn 28 Agna)
    Spoiler:
    Blessing of Geryon
    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.

    Blessings Deck Card 24 (Turn 29 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    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

    Fog Bank Card 1:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fog Bank Card 2:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

    Powers
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

    Fog Bank Card 3:
    Becalmed
    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.

    Fog Bank Card 4:
    Wall of Blades
    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.

    Fog Bank Card 5:
    Crawling Cyclops Hands
    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.

    Fog Bank Card 6:
    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.

    Fog Bank Card 7:
    Pirate Bomber
    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.

    Fog Bank Card 8:
    Safe Harbor
    Spell 2

    Traits
    Magic
    Arcane
    Healing

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

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

    Pinnacle Atoll Card 1:
    Crawling Cyclops Hands
    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.

    Pinnacle Atoll Card 2:
    Will-O'-Wisp
    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.

    Pinnacle Atoll Card 3:
    Treasure Hunt
    Barrier C

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

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

    Pinnacle Atoll Card 4:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Pinnacle Atoll Card 5:
    Sabotage
    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.

    Pinnacle Atoll Card 6:
    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.

    Pinnacle Atoll Card 7:
    Hirgenzosk
    Henchman Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    30

    Powers
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.

    Pinnacle Atoll Card 8:
    Lady Nightshade
    Henchman Monster 5

    Traits
    Outsider
    Illusionist

    Check
    Combat
    19

    Powers
    Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
    If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll Card 9:
    Lady Cerise Bloodmourn
    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.

    Pinnacle Atoll Card 10:
    Giant Sea Anemone
    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.

    Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1

    Theater of Corruption Card 1:
    Mase Darimar
    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.

    Theater of Corruption Card 2:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

    Theater of Corruption Card 3:
    Musket +2
    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.

    Theater of Corruption Card 4:
    Baby Triceratops
    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.

    Theater of Corruption Card 5:
    Dimension Leap
    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.

    Theater of Corruption Card 6:
    Pirate Entertainments
    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.

    Theater of Corruption Card 7:
    Telekinesis
    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.

    Theater of Corruption Card 8:
    Sea Troll
    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.

    Theater of Corruption Card 9:
    Periscope
    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.

    Theater of Corruption Card 10:
    Voidlord Akinaru
    Villain Monster 6

    Traits
    Giant
    Outsider

    Check
    Combat
    35
    THEN
    Combat
    45

    Powers
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

    Gozreh's Flow
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Teleportation Chamber
    At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
    When Closing: Examine the top card of a random other open location deck, if any. If you did not find a bane, automatically close this location; otherwise, defeat the bane to close this location.
    When Permanently Closed: On closing, move to another location.
    M:3 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Maznar, Olenjack, Enora, Jirelle, Agna
    Notes: Sea Drake

    Teleportation Chamber Card 1:
    Sea Drake
    Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    14

    Powers
    The Sea Drake is immune to the Electricity trait.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
    After you act, the Sea Drake deals 1 Structural damage to your ship.

    Teleportation Chamber Card 2:
    Canopy Creeper
    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.

    Teleportation Chamber Card 3:
    Voidstick Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    20
    OR
    Divine
    16

    Powers
    The Voidstick Zombie is immune to the Mental and Poison traits.
    For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
    If undefeated, each character at your location discards 1d4 cards from her deck.

    Teleportation Chamber Card 4:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

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

    Teleportation Chamber Card 5:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Teleportation Chamber Card 6:
    Ring of Rat Fangs
    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.

    Teleportation Chamber Card 7:
    Besmaran Priest
    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.

    Fringes of the Eye
    At This Location: The difficulty of checks to defeat barriers is increased by 3.
    When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
    When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
    M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:2 ?:1

    Fringes of the Eye Card 1:
    Jagged Shoals
    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.

    Fringes of the Eye Card 2:
    Ambrose 'Fishguts' Kroop
    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.

    Fringes of the Eye Card 3:
    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.

    Fringes of the Eye Card 4:
    Gargoyle Sniper
    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.

    Fringes of the Eye Card 5:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Fringes of the Eye Card 6:
    Wyvern Blade Trap
    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.

    Fringes of the Eye Card 7:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Fringes of the Eye Card 8:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fringes of the Eye Card 9:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

    Powers
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Raker Shoals
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


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

    Hour of Asmodeus. Start of turn: reveal Evangelist and Brine's Sting, Maznar reveals animal. Charisma 12: 1d8 + 3 + 1d4 ⇒ (5) + 3 + (3) = 11 Swash reroll the d8. Charisma 12: 1d8 + 6 ⇒ (6) + 6 = 12 Success! Draw Isiem. Start of turn: randomly choose AEJMO: 1d5 ⇒ 4 Maznar to move to 1d7 ⇒ 1 Fog Bank. Maznar is now at Fog Bank.

    Give a card: Give Blessing of Anubis to Olenjack. Per his notes, he then recharges The Viper to swap it with Blessing of Kofusachi from his discards.

    Move step: Move myself and everyone else to Fog Bank too.

    Take free exploration. Fog Bank 1: Hurricane Winds. BA bury the top card of my deck per the scenario power, then use 5D reward: bury Barracuda Aiger and recharge Deadened Shadows Cloak. Then summon and encounter 1d22 ⇒ 10 Sanbalot.

    Sanbalot: what an annoying ship to roll :( BA everyone suffers 1d4-1 Ranged Combat damage. Jirelle's damage: 1d4 - 1 ⇒ (3) - 1 = 2 Recharge Ophidian Armor to block it. For the check, reveal Brine's Sting and Evangelist. Maznar reveals an animal. Dexterity 9: 1d10 + 5 + 1d4 ⇒ (7) + 5 + (4) = 16 Passed. Instead of stashing plunder, one character may choose a level 0 boon from the vault and shuffle it into their deck. Jirelle will pass on that so someone else can do it. If nobody takes it, stash a plunder.

    Hurricane Winds: Reveal Evangelist and Brine's Sting. Maznar reveals animal. Recharge Evangelist, Isiem, and Dreamstalker to add 3d4. Survival 13: 1d8 + 4 + 1d4 + 3d4 ⇒ (4) + 4 + (4) + (2, 2, 2) = 18 Passed. Recharge the rest of my hand (3 cards) to close Fog Bank, then draw 3 cards. Fog Bank is closed. Finally, end turn.

    The most recent entry to Jirelle's list of "things she's never seen before and would rather not see again", the ship suddenly split in half as it skirted up alongside some fog. Maznar was among the crew on the foggy side, and it's like they were teleported somewhere else entirely. The ship was still operating normally, mind. Well, as normally as a ship made of dreamstuff can operate in a dimension of dreams. Jirelle hoped that steering the rest of the ship into the imposing fog would rejoin the two halves, and luckily she was correct.

    Less lucky was the sheer strength of the wind inside of the fog, it ripped through the sails with the strength of the Eye of Abendego. With some quick thinking, Jirelle was able to reposition the ship so that the wind boosted it further towards where they wanted to go, making it into an asset of sorts, but not before it threw some of the unsecured cargo and what seems like pieces of a less-fortunate ship at everyone on deck. The fog thins ahead now, and Jirelle is both eager and anxious to see what may lay on the other side...

    Jirelle wrote:

    Hand: Blessing of the Midnight Lord, Disrupting Rapier +1, Corrosive Backsword +4, Blessing of Maat, Armor of Skulls, Magic Spyglass,

    Displayed:
    Deck: 14 Discard: 2 Buried: 1
    "Notes: Blessings available, if any. Magic Spyglass available. Ask before using Armor of Skulls.
    5-6F: Playmat available, Paizo reroll available"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size 5 ☑6 ☐7 ☐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 handed Blessing of Anubis which he swaps per his notes.
    Everyone suffers 1d4-1 Ranged Combat damage.
    Fog Bank is closed.
    Someone can use the 1B reward. Or not. Whatever.

    For Olenjack: note that you can use Staff of Weather (if Enora still has it after the damage) to change the hour, so you may be able to get back Razorglass Knife on your turn even if the next hour isn't Con. (Turn 2's hour was Cayden Cailean)


    Female Halfling Arcanist/Occularium Scholar Deck Handler

    (During Jirelle’s turn)
    Ranged Combat damage: 1d4 - 1 ⇒ (4) - 1 = 3
    Sanbalot: Discarding Raise Dead, Cloudburst, Coordinated Blast for 3 Ranged Combat damage

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

    The relentlessness of the Sanbalot‘s pursuit fixed in our unconscious mind, a nightmare.

    Enora wrote:

    Hand: Spellbook, Evocation Staff (reveal and discard a spell to evade and reload local monster), World Wave (banish to recovery at end of any turn to move any characters at Enora's location to another location, ignoring restrictions), Staff of Weather (reveal and discard a spell to add 2d8 aboard a ship/evade or banish displayed Weather bane/choose a discarded hour to put on top of the blessings discard pile), Life Drain,

    Displayed: Arcane Cannonade (display for 1d6 to all combat),
    Deck: 15 Discard: 7 Buried: 0
    Notes: (2 spells) Move Enora with Maznar.
    Ask before using: World Wave; Staff of Weather; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)
    Can use without asking: Arcane Cannonade; Evocation Staff

    Skills and Powers:

    Skills:
    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: 12


    A barrage of arrows assaults the decks; Maznar tries to take cover, but it is as if they come from every direction.

    Sanbalot Ranged Combat damage: 1d4 - 1 ⇒ (1) - 1 = 0 Yay, Maznar found a good place to hide.

    He comes out of the whirlwind miraculously unscathed.

    Maznar wrote:

    Hand: Blessing of the Starsong, Vengeful Storm (loot), Baby Triceratops, Pearl of Wisdom, Blessing of the Green Faith 1, Ring of Regeneration, Blessing of the Green Faith 2,

    Displayed: Pirate Shade Haunt,
    Deck: 15 Discard: 1 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 5-6F: nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ] +1 [ ] +2 [ ] +3
    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


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

    OFF-TURN:
    On Agna's turn; Olenjack displays Steal Soul!
    Jirelle gives Blessing of Anubis to Olenjack (thank you!), and Olenjack recharges The Viper to exchange Blessing of Anubis for Blessing of Kofusachi in my discards.
    Olennjack takes 1d4 - 1 ⇒ (2) - 1 = 1 Ranged Combat damage, and reveals Steel Ibis Lamellar to ignore it, as usual.

    Olenjack does not use the 1B reward; I've got tons of cards in my deck and will avoid muddying it with weaker boons.

    ========================

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

    Start of Turn (Scenario): Olenjack makes a Charisma 12 check...
    Charisma 12 (Maznar, Steal Soul): 1d10 + 3 + 1d4 + 1d4 ⇒ (2) + 3 + (1) + (3) = 9 -> Not like I'm going to need them; Olenjack expends a Hero Point (now 7) to reroll.
    Charisma 12 (Maznar, Steal Soul): 1d10 + 3 + 1d4 + 1d4 ⇒ (3) + 3 + (4) + (1) = 11 -> Oh well, fail. Few of the consequences would be worse than spending a Blessing of Maat.
    Fail Effect: 1d6 ⇒ 2 -> (2) Olenjack randomly takes Besmaran Priest from his hand, and shuffles it into another character's deck.

    Even as the fog retreats, it seems like some members of the crew remain spirited away... or were they merely below decks? Even the mere concept of object permanence is a struggle in this dreamlike realm, at least for Olenjack.

    Olenjack discards Blessing of Kofusachi to search and draw Razorglass Knife from his deck.
    Deck shuffled.

    I do have an evasion power, I suppose.
    Olenjack moves with everyone to the Pinnacle Atoll and takes his free exploration.

    Pinnacle Atoll Card 1: Crawling Cyclops Hands:

    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.

    Olenjack recharges Old Salt to add 7. Autopass the Divine check (3d4+7).
    Defeated.

    Hands, hands - giant hands crawling across the ship! They appear from nowhere; twisted from nightmare! Olenjack kicks and curses at the foul, monstrous things, the crew following suit and kicking and shooting them off the ship,.

    Olenjack discards Compass to explore again.

    Pinnacle Atoll Card 2: Will-O'-Wisp:

    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.

    BA: Wisdom 10 (Steal Soul, Maznar): 1d6 + 2d4 ⇒ (3) + (3, 2) = 8 -> Fail, Olenjack recharges 1d4 ⇒ 2 cards from his hand; recharging Rotgut, then Albatross.
    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 16 (Embalming Fluid, Maznar, Steal Soul, Arcane Cannonade): 1d8 + 4 + 2d4 + 2 + 2 + 1d4 + 1d4 + 1d6 ⇒ (4) + 4 + (3, 2) + 2 + 2 + (3) + (4) + (1) = 25 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Since the worst cards in my deck are at the bottom, I'll actually take the check to avoid the "recharge from the top of my deck" consequence. Olenjack autopasses the Disable 7 check (1d8+5+2d4).

    Defeated.

    Light. Odd lights. Energizing yet enervating at once - balls of blinding light, yet paradoxically dark and cold. Olenjack is sick of the foul trickery of the realm, and he flings a throwing knife at one - the enchantment leading the weapon better than Olenjack's arm ever could, and impacting the centre of one. The wisp shatters like glass, its light blinking from the realm - its many fellows (or reflections?) following suit on their own accord, like a line of candles extinguished at once by a sudden gust of wind.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Pinnacle Atoll Card 3: Treasure Hunt:

    Barrier C
    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

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

    Olenjack displays the ally Ederleigh Baines to his power to add 2 to his check.
    Intelligence 14 (Maznar, Steal Soul, Olenjack): 1d8 + 2d4 + 2 ⇒ (2) + (1, 2) + 2 = 7 -> Fail.
    Each other character may attempt to defeat Treasure Hunt. Hopefully at least one passes so that the Treasure Hunt is banished, but I'm ending my turn here anyway.

    The dreamscape shifts again, as it seems Akinaru now seeks to waylay the crew with other tricks - islands of gold, jewels, fine cloth and finer silver grow from the seas nearby, and some of the crew, addled from the mind-altering affects of the realm, insist that the ship is turned around to take advantage of the fortune. Olenjack swears at their idiocy, shouting them to a standstill as Jirelle stays the ship's course.

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

    Olenjack wrote:

    Hand: Joseph 'Jack' Scrimshaw, Steel Ibis Lamellar, Embalming Fluid, Robe of Items, Ederleigh Baines, Razorglass Knife, Lucky Rifle +2, The Viper,

    Displayed: Steal Soul,
    Deck: 10 Discard: 7 Buried: 3
    Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 7
    NOTES:
    Available Support: Compass/Wayfinder (via Robe of Items) - Olenjack can move to a location and examine its top 1/2 cards if needed
    I can avenge an encounter with a barrier if needed, and discard up to 2 cards to Structural Damage as needed.
    Movement: Move with Maznar
    Other: Finally, my Robe of Items - and The Viper to boot! I'm looking forward to my next turn.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wayfinder, Delve, Old Salt (2), Blessing of the Savored Sting, Wyvern Poison (Core), Wayfarer, Venomous Heavy Crossbow +2
    Recharged: Old Salt, Rotgut, Albatross,
    Discard Pile: Compass, Master of the Gales, Forensic Physician, Blessing of the Gods, Blessing of Wadjet, Blessing of Anubis, Blessing of Kofusachi,
    Buried Pile: Coral Capuchin, Blessing of Achaekek, Blasting Pistol +2,

    Skills and Powers:
    SKILLS
    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:

    Spoiler:

    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.
    "

    Each character must attempt to defeat Treasure Hunt; hopefully at least Enora passes.
    Note that the 1B reward from Jirelle's turn has yet to be claimed or rejected by all characters.
    Besmaran Priest may be shuffled into any characters deck. If nobody offers, then it's put into Olenjack's discards instead.


    Agna's Deck Handler

    Off turn: During Jirelle's turn, suffer 1d4-1 Ranged Combat damage: 1d4 - 1 ⇒ (3) - 1 = 2 Recharge Ursine Rageskin to reduce to 0.
    Agna is not interested in the basic card in place of plunder.
    During Olenjack's turn, attempt check to defeat Treasure Hunt. Maznar and Agna reveal Animals.
    Intelligence 7+#=13: 3d4 + 2 ⇒ (3, 1, 2) + 2 = 8 failed

    Agna wrote:

    Hand: Seaborne Trident +1, Archaeopteryx, Baby Triceratops, Monkey, Fire Gecko, Blessing of Wind and Waves, Blessing of the Gods (acquired),

    Displayed: Aspect of the Bull,
    Deck: 14 Discard: 2 Buried: 1
    Current Location: Pinnacle Atoll
    Hero Points Available/Used: 7
    NOTES:
    Available Support: Blessings availables.
    Other: Dice Re-Roll Used for 5-6F?: N

    [spoiler=Skills and Powers]SKILLS


    Off-turn: Bury Blessing of the Green Faith to banish Pirate Shade Haunt

    Off-turn Intelligence 13 to defeat Treasure Hunt, recharging Pearl of Wisdom, revealing Baby Triceratops and discarding Blessing of the Green Faith so we can get the Treasure Hunt off the board: 1d10 + 4 + 1d4 + 1d10 ⇒ (8) + 4 + (1) + (5) = 18 Defeated. Draw Potion of Flying and banish Treasure Hunt

    The phantasmal landscape is almost too much for the poor dwarf to bear; the druid draws his power from the earth, and there is little of that to bolster him now. He closes his eyes against a spray of color, hands outstretched in a silent pleas to the Green; when the barrage is over, he brings his hands back to his chest to find that one hand holds a vial of... something.

    Turn 7: Maznar/Blessing of the Gods
    Recharge random card from discards for Ring of Regeneration: 1d2 ⇒ 1 Blessing of Ketephys

    SoT Charisma check.
    Charisma 12 check, revealing Baby Triceratops: 1d6 + 1d4 ⇒ (5) + (4) = 9 Failure
    Consequence: 1d6 ⇒ 3 Move to a random open location, then you cannot move this turn.
    Random open location: 1d5 ⇒ 5 Fringes of the Eye

    Explore Fringes of the Eye Card #1: Jagged Shoals
    Survival 14 to defeat Jagged Shoals, discarding the Blessing of the Starsong: 1d10 + 4 + 2 + 1d10 ⇒ (8) + 4 + 2 + (3) = 17 Defeated; banished.

    Reset hand and end turn, discarding Potion of Flying as free discard.


    Maznar wrote:

    Hand: Control Weather, Vengeful Storm (loot), Baby Triceratops, Ring of Regeneration, Cure, Forest Quarterstaff, Stag,

    Displayed:
    Deck: 15 Discard: 2 Buried: 1
    Notes: Blessing/Cure as needed. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used, Scenario 5-6F: nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ] +1 [ ] +2 [ ] +3
    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


    Female Halfling Arcanist/Occularium Scholar Deck Handler

    (During Olenjack's turn)
    Olenjack shuffles Besmaran Priest into Enora's deck
    Treasure Hunt: Revealing Spellbook, revealing Book. Maznar reveals Animal
    Knowledge 7+6=13: 1d12 + 7 + 1d4 + 1d4 + 1 + 1d4 ⇒ (1) + 7 + (4) + (4) + 1 + (2) = 19
    Drawing Random Item 2: Crystal of Healing Hands

    Crystal of Healing Hands:
    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.

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

    The symbolism of the nurturing hand (see: "Lay Your Hands on Me, Paladin Mine" by Jazzij Swoon) too obvious in the dream-realm, but perhaps a naturalist could better understand the hand-shaped crystal's power.

    Enora wrote:

    Hand: Crystal of Healing Hands, Spellbook, Evocation Staff (reveal and discard a spell to evade and reload local monster), World Wave (banish to recovery at end of any turn to move any characters at Enora's location to another location, ignoring restrictions), Staff of Weather (reveal and discard a spell to add 2d8 aboard a ship/evade or banish displayed Weather bane/choose a discarded hour to put on top of the blessings discard pile), Life Drain,

    Displayed: Arcane Cannonade (display for 1d6 to all combat),
    Deck: 16 Discard: 7 Buried: 0
    Notes: (2 spells) Move Enora with Maznar. I'll pass Crystal of Healing Hands to Maznar on my turn.
    Ask before using: World Wave; Staff of Weather; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)
    Can use without asking: Arcane Cannonade; Evocation Staff

    Skills and Powers:

    Skills:
    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: 12


    Agna's Deck Handler

    The hour of Achaekek
    Maznar and Agna reveal animals for SoT check. Reveal Seaborne Trident +1.
    Perception 12: 1d8 + 5 + 3d4 + 2 ⇒ (7) + 5 + (4, 3, 1) + 2 = 22 success
    Draw a card: Blessing of Gorum
    Move alone to Teleporation Chamber

    Explore:

    Sea Drake:
    Monster B
    Traits
    Dragon
    Aquatic

    Check
    Combat
    14

    Powers
    The Sea Drake is immune to the Electricity trait.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
    After you act, the Sea Drake deals 1 Structural damage to your ship.

    Reveal Animal for BA check. Aspect of the Bull adds 1 die.
    Dexterity 6: 2d8 + 1 + 1d4 + 2 ⇒ (6, 6) + 1 + (2) + 2 = 17 success
    Discard Blessing of the Gods for Electricity damage. Reveal Animal, Fire Gecko & Seaborne Trident +1.
    Combat 14: 2d10 + 6 + 1d8 + 1 + 2d4 + 2 ⇒ (6, 6) + 6 + (6) + 1 + (3, 2) + 2 = 32 defeated & banished
    Jirelle blocks 1 Structural damage.

    Recharge Monkey to explore:

    Canopy Creeper:
    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.

    Reveal Animal for BA check.
    Perception 10: 1d8 + 5 + 1d4 + 2 ⇒ (7) + 5 + (2) + 2 = 16 success
    Reveal Animal, Fire Gecko & Seaborne Trident +1.
    Combat 12: 1d10 + 6 + 1d8 + 1 + 2d4 + 2 ⇒ (1) + 6 + (3) + 1 + (4, 4) + 2 = 21 defeated & banished

    Recharge Baby Triceratops to explore:

    Voidstick Zombie:
    Monster 5
    Traits
    Undead
    Zombie

    Check
    Combat
    20
    OR
    Divine
    16

    Powers
    The Voidstick Zombie is immune to the Mental and Poison traits.
    For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
    If undefeated, each character at your location discards 1d4 cards from her deck.

    Reveal Animal, Fire Gecko & Seaborne Trident +1. Baby Triceratops adds 3d6
    Combat 20: 1d10 + 6 + 1d8 + 1 + 2d4 + 2 + 3d6 ⇒ (8) + 6 + (4) + 1 + (2, 3) + 2 + (6, 2, 1) = 35 defeated & banished
    Bury Fire Gecko for Baby Triceratops power.

    Discard Blessing of Gorum to explore:

    Ruby of Charisma:
    Item B
    Traits
    Object
    Magic

    Check
    Charisma
    7

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

    Auto-fail and banish.

    Recharge Archaeopteryx to explore:

    Wereshark Pirate:
    Henchman Monster 6
    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bury card from deck: Shadowcat
    Random ship: 1d22 ⇒ 3
    Shackles Pirate Ship:
    Ship B
    Class 0

    Check to Defeat
    Dexterity
    Disable
    8
    OR
    Wisdom
    Survival
    6

    When Encountered
    If your check to defeat has the Swashbuckling trait, add 1 to it.
    When Commanding
    If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.

    Check to Repair
    Craft
    5

    When Commanding (Wrecked)
    When your ship is dealt damage, add 1 to the amount of damage dealt.

    Auto-succeed at Survival check with skill and Trident (1d8+5+1d4).
    Reveal and discard Seaborne Trident +1, discard Blessing of Wind and Waves, Arcane Cannonade adds 1d6, Reward power adds 1d4.
    Combat 26+6=32: 2d10 + 6 + 2d8 + 1 + 1d6 + 1d4 ⇒ (4, 6) + 6 + (1, 4) + 1 + (3) + (1) = 26 Use Hero Point to re-roll.
    Combat 26+6=32: 2d10 + 6 + 2d8 + 1 + 1d6 + 1d4 ⇒ (1, 2) + 6 + (1, 4) + 1 + (3) + (2) = 20 failed No cards in hand to discard for damage.
    Move to Pinnacle Atoll with Archaeopteryx' power.

    End turn. Examine top card of Pinnacle Atoll: Blessing of Norgorber (Blessing 5).
    Reset hand.

    Agna wrote:

    Hand: Dancing Mace +2, Huntsman's Greatsword +2, Vampire Squid, Moose, Cloud Puff, Coral Capuchin (acquired), Blessing of Gorum 1, Blessing of the Everbloom,

    Displayed: Aspect of the Bull,
    Deck: 7 Discard: 6 Buried: 3
    Current Location: Pinnacle Atoll
    Hero Points Available/Used: 7
    NOTES:
    Available Support: Blessings and Cloud Puff available.
    Other: Dice Re-Roll Used for 5-6F?: N

    Skills and Powers:
    SKILLS

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

    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:
    Cards 5, 6 & 7 remain at Teleportation Chamber and should be suffled.
    Top card of Pinnacle Atoll is Blessing of Norgorber.


    Female Halfling Arcanist/Occularium Scholar Deck Handler

    Blessing 4: Sivanah o'clock
    Revealing Book. Maznar reveals Animal
    CHA 12: 1d8 + 1d4 + 1 + 1d4 ⇒ (8) + (4) + 1 + (1) = 14
    Drawing Icicle Swarm
    Giving Crystal of Healing Hands to Maznar

    Crystal of Healing Hands:
    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.

    Moving to Theater of Corruption, taking everyone
    Exploring Theater of Corruption 1: Mase Darimar

    Mase Darimar:
    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.


    Revealing Book. Maznar reveals Animal
    WIS 8: 1d6 + 1d4 + 1 + 1d4 ⇒ (1) + (3) + 1 + (2) = 7
    Mase Darimar is banished

    Ending turn. Recovery: Revealing Spellbook, revealing Book. Maznar reveals Animal
    Arcane 15: 1d12 + 5 + 1d4 + 1d4 + 1 + 1d4 ⇒ (8) + 5 + (1) + (2) + 1 + (2) = 19
    Arcane Cannonade remains displayed.
    Resetting hand

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

    After leaving the crystal in Maznar's hands, my conservative attempts to steer through the nightmare (see: "Dreamcraft" by Vikto the Mesmer), while free of any misfortune, nevertheless made little headway, the visage I thought might be our oni antagonist instead revealed to be a slain half-elf costumed in theatrical mockery (see: "A Spectrum of Elf-Blood" by Krawkraw Sharptooth).

    Enora wrote:

    Hand: Sandara Quinn, Spellbook, Evocation Staff (reveal and discard a spell to evade and reload local monster), World Wave (banish to recovery at end of any turn to move any characters at Enora's location to another location, ignoring restrictions), Staff of Weather (reveal and discard a spell to add 2d8 aboard a ship/evade or banish displayed Weather bane/choose a discarded hour to put on top of the blessings discard pile), Icicle Swarm, Repulsion, Life Drain,

    Displayed: Arcane Cannonade (display for 1d6 to all combat),
    Deck: 13 Discard: 7 Buried: 0
    Notes: (4 spells) Move Enora with Maznar.
    Ask before using: World Wave
    Can use without asking: Arcane Cannonade; Evocation Staff; Staff of Weather; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)

    Skills and Powers:

    Skills:
    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: 12

    Summary:
    Theater of Corruption 1 is banished.
    Maznar is given Crystal of Healing Hands.
    Everyone is at Theater of Corruption.


    During This Adventure: 5-6: Clashing Tides

  • DURING THIS ADVENTURE:
  • For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
    Ship Rules:
    Commanding and Moving Ships
    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.


  • When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary
  • When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck. (1B Reward)
  • When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die. (1C Reward)
  • You may add 1d4 to your checks against Undead banes, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character. (1E Reward)
  • You may bury a Swashbuckling boon to recharge 1d4 random cards from your discard pile. (Adv 1 Reward)
  • When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish. (3A Reward)
  • On your Craft check, you may recharge any number of allies; for each recharged ally, add 1. (3E Reward)
  • After you draw your starting hand, you may draw 2 cards. (Adv 3 Reward).
  • You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it. (4A Reward)
  • When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it. (5E Reward)
  • Add 1d4 to your checks against monsters that have the Pirate trait. (Adv 4 reward)
  • At the start of the scenario, stash a second plunder card. (5A reward)
  • 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. (5D reward)
  • After drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck. (6D reward)

    During This Scenario: 5-6F: Dream Duel

  • You may not play this scenario unless you have completed scenarios 5-6A through 5-6E.
  • At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:
    1. Shuffle your hand into your deck, then draw the same number of cards.
    2. Choose a random card, then either discard it or shuffle it into another character’s deck.
    3. Move to a random open location, then you cannot move this turn.
    4. Display the henchman Pirate Shade Haunt next to your character card.
    5. You are dealt 1 Mental damage that cannot be reduced.
    6. Summon and encounter the henchman Animate Dream.
  • After you discard cards as structural damage, discard an equal number of cards from your deck.
  • Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.
  • Your ship is the Feathered Dragon.
  • Arcade Cannonade
    Feathered Dragon:
    Feathered Dragon
    Ship 6
    Class 6

    Check to Defeat
    Arcane
    Divine
    11
    OR
    Wisdom
    Survival
    16

    When Encountered
    You may reveal any number of allies and blessings; add 1 to your check for each revealed card.
    When Commanding
    When you would discard allies or blessings as structural damage, you may recharge 1 or more of them instead.

    Check to Repair
    Craft
    Divine
    8

    When Commanding (Wrecked)
    At the start of your turn, recharge an ally or a blessing.

    A golden ship resembling both the lost Feathered Devil and the incinerated Roaring Dragon awaits you in the Dimension of Dreams. The dream vessel, forged not of matter but instead of your deep bond with your trusty ships, lies ready to carry you to Akinaru.

    Random Monsters:
    Monster 1
    Spoiler:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    Monster 2
    Spoiler:
    Dire Shark
    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 3
    Spoiler:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

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

    Monster 4
    Spoiler:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Monster 5
    Spoiler:
    Canopy Creeper
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Assassination Attempt
    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 2
    Spoiler:
    Firedrake Trap
    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
    Spoiler:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Barrier 4
    Spoiler:
    Storm
    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
    Spoiler:
    Sandbar
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Invigorating Kukri +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.

    Weapon 2
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 3
    Spoiler:
    Falchion +3
    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 4
    Spoiler:
    Humanbane Crossbow +2
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    Weapon 5
    Spoiler:
    Heavy Crossbow
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Wall of Blades
    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
    Spoiler:
    Protect
    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
    Spoiler:
    Divine Fortune
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.

    Spell 4
    Spoiler:
    Blazing Servant
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Instant Armor
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Breastplate of the Deep
    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 2
    Spoiler:
    Flaming Buckler Gun
    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
    Spoiler:
    Flaming Buckler Gun
    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
    Spoiler:
    Shark Skin Armor
    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
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Random Items:
    Item 1
    Spoiler:
    Bottled Lightning
    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
    Spoiler:
    Staff of Weather
    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
    Spoiler:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 4
    Spoiler:
    Sapphire of Intelligence
    Item B

    Traits
    Object
    Magic

    Check
    Intelligence
    7

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

    Item 5
    Spoiler:
    Tot Flask
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Dindreann
    Ally 3

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    11

    Powers
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

    Ally 2
    Spoiler:
    Albatross
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

    Ally 3
    Spoiler:
    Giffer Tibbs
    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
    Spoiler:
    Baby Triceratops
    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
    Spoiler:
    Royster McCleagh
    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.

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

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Geryon
    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 3
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing 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: 10 Jirelle/skizzerz

    Top of Blessing Discard Pile: Blessing of Milani

    Top Blessing:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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


    Blessings Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 Olenjack)
    Spoiler:
    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 Deck Card 2 (Turn 12 Maznar)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 13 Agna)
    Spoiler:
    Blessing of Pharasma
    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.

    Blessings Deck Card 4 (Turn 14 Enora)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 5 (Turn 15 Jirelle)
    Spoiler:
    Blessing of Kelizandri
    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.

    Blessings Deck Card 6 (Turn 16 Olenjack)
    Spoiler:
    Blessing of Erastil
    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.

    Blessings Deck Card 7 (Turn 17 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 18 Agna)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 19 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 10 (Turn 20 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 11 (Turn 21 Olenjack)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 22 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 13 (Turn 23 Agna)
    Spoiler:
    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 Deck Card 14 (Turn 24 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 15 (Turn 25 Jirelle)
    Spoiler:
    Blessing of Abadar
    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.

    Blessings Deck Card 16 (Turn 26 Olenjack)
    Spoiler:
    Blessing of Gorum
    Blessing C

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 27 Maznar)
    Spoiler:
    Blessing of Geryon
    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.

    Blessings Deck Card 18 (Turn 28 Agna)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    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

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

    Pinnacle Atoll Card 1 - Blessing of the Gods:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Pinnacle Atoll Card 2:
    Sabotage
    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.

    Pinnacle Atoll Card 3:
    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.

    Pinnacle Atoll Card 4:
    Hirgenzosk
    Henchman Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    30

    Powers
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.

    Pinnacle Atoll Card 5:
    Lady Nightshade
    Henchman Monster 5

    Traits
    Outsider
    Illusionist

    Check
    Combat
    19

    Powers
    Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
    If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll Card 6:
    Lady Cerise Bloodmourn
    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.

    Pinnacle Atoll Card 7:
    Giant Sea Anemone
    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.

    Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Maznar, Olenjack, Enora, Jirelle,

    Theater of Corruption Card 1:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

    Theater of Corruption Card 2:
    Musket +2
    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.

    Theater of Corruption Card 3:
    Baby Triceratops
    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.

    Theater of Corruption Card 4:
    Dimension Leap
    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.

    Theater of Corruption Card 5:
    Pirate Entertainments
    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.

    Theater of Corruption Card 6:
    Telekinesis
    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.

    Theater of Corruption Card 7:
    Sea Troll
    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.

    Theater of Corruption Card 8:
    Periscope
    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.

    Theater of Corruption Card 9:
    Voidlord Akinaru
    Villain Monster 6

    Traits
    Giant
    Outsider

    Check
    Combat
    35
    THEN
    Combat
    45

    Powers
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

    Gozreh's Flow
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Teleportation Chamber
    At This Location: At the end of your turn, move to another locaiton.
    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: Sea Drake

    Fringes of the Eye
    At This Location: The difficulty of checks to defeat barriers is increased by 3.
    When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
    When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
    M:1 Ba:3 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:2 ?:1

    Fringes of the Eye Card 1:
    Ambrose 'Fishguts' Kroop
    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.

    Fringes of the Eye Card 2:
    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.

    Fringes of the Eye Card 3:
    Gargoyle Sniper
    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.

    Fringes of the Eye Card 4:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Fringes of the Eye Card 5:
    Wyvern Blade Trap
    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.

    Fringes of the Eye Card 6:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Fringes of the Eye Card 7:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fringes of the Eye Card 8:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

    Powers
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Raker Shoals
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


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

    Off-turn: Treasure Hunt. Reveal Corrosive Backsword +4 and Disrupting Rapier +1. Intelligence 7+6: 1d10 + 1d6 + 10 ⇒ (6) + (2) + 10 = 18 Passed. Draw Random Item #1 Bottled Lightning.

    Hour of Milani. Start of turn: Reveal Disrupting Rapier +1 to add Swash. Maznar reveals animal. Charisma 12: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5 Swash reroll both dice. Charisma 12: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 Use my 3rd usage (out of 4) of my Freedom Fighter boon to add 1d8 after the roll. Charisma 12: 1d8 + 10 ⇒ (1) + 10 = 11 Spend a Hero Point to reroll everything. Charisma 12: 2d8 + 2 + 1d4 ⇒ (3, 8) + 2 + (2) = 15 Passed, finally. Draw a card for succeeding: Blessing of Besmara.

    Move to Fringes of the Eye, taking everyone (except Agna) with me, then explore.

    Fringes 1: Ambrose 'Fishguts' Kroop. Reveal Disrupting Rapier +1, Maznar reveals animal. Diplomacy 6: 1d8 + 5 + 1d4 ⇒ (1) + 5 + (1) = 7 Automatic success. Discard Ambrose to explore.

    Fringes 2: Blessing of Cayden Cailean. Where are the barriers? I have my amazing barrier killing weapon on me :(. Take the Divine check, Maznar reveals animal. Kroop adds Swashbuckling. Divine 5: 2d4 ⇒ (3, 1) = 4 Swash reroll the 1. Divine 5: 1d4 + 3 ⇒ (1) + 3 = 4 Blessing is banished. Discard Magic Spyglass to examine and rearrange the top 3 cards of Fringes: Gargoyle Sniper, Blessing of Sivanah, Wyvern Blade Trap. We'll keep them in that order. Discard Midnight Lord to explore.

    Fringes 3: Gargoyle Sniper. Choose to fail BA check. Damage: 1d4 - 1 ⇒ (1) - 1 = 0 Banish Bottled Lightning for the combat and reveal Disrupting Rapier +1. Maznar reveals animal. Arcane Cannonade adds 1d6. Combat 18+4=22: 1d10 + 3d8 + 4 + 1d4 + 1d6 ⇒ (1) + (3, 2, 5) + 4 + (1) + (5) = 21 Swash reroll the 1's. Combat 22: 1d10 + 1d4 + 19 ⇒ (7) + (1) + 19 = 27 Passed and banished. Discard Besmara to explore.

    Fringes 4: Blessing of Sivanah. Reveal Disrupting Rapier +1 and Maznar reveals animal. Charisma 7: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14 Acquired. Discard it to explore.

    Fringes 5: Wyvern Blade Trap. Reveal Corrosive Backsword +4. Maznar reveals animal. Dexterity 10+3=13: 1d10 + 1d6 + 10 + 1d4 ⇒ (1) + (5) + 10 + (1) = 17 Automatic success. Examine top card of Fringes per Corrosive Backsword's power: Barroom Brawl.

    Bury Disrupting Rapier +1 to recharge 1d4 ⇒ 4 cards from discards: Bloodcrow Rapier, Keen Rapier +3, Blessing of the Midnight Lord, Blessing of Sivanah. Then end turn, moving everyone to Pinnacle Atoll at the end of my turn per character power.

    Jirelle wrote:

    Hand: Blessing of Droskar, Vizier, Corrosive Backsword +4, Blessing of Maat, Armor of Skulls, Diviner's Blight,

    Displayed:
    Deck: 14 Discard: 3 Buried: 2
    "Notes: Blessings available, if any. Ask before using Armor of Skulls.
    5-6F: Playmat available, Paizo reroll available"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size 5 ☑6 ☐7 ☐8
    Proficient with: Light Armors, Weapons
    Powers:
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
    If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
    Reduce Structural damage to your ship by 1 (☐ 2).
    ☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
    ☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
    ☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
    ☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

    Fringes 1-5 acquired/banished.
    Fringes 6 examined and is Barroom Brawl (every local character makes the check). If someone is going there to take care of it, please take Jirelle along with you. I plan to autofail and then use Diviner's Blight to draw a couple more cards, although if you fail then I'll use Corrosive Backsword to (most likely) succeed instead.
    Spent a hero point (8 remaining) and a use of the Freedom Fighter boon (1 remaining).


    During This Adventure: 5-6: Clashing Tides

  • DURING THIS ADVENTURE:
  • For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
    Ship Rules:
    Commanding and Moving Ships
    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.


  • When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary
  • When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck. (1B Reward)
  • When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die. (1C Reward)
  • You may add 1d4 to your checks against Undead banes, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character. (1E Reward)
  • You may bury a Swashbuckling boon to recharge 1d4 random cards from your discard pile. (Adv 1 Reward)
  • When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish. (3A Reward)
  • On your Craft check, you may recharge any number of allies; for each recharged ally, add 1. (3E Reward)
  • After you draw your starting hand, you may draw 2 cards. (Adv 3 Reward).
  • You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it. (4A Reward)
  • When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it. (5E Reward)
  • Add 1d4 to your checks against monsters that have the Pirate trait. (Adv 4 reward)
  • At the start of the scenario, stash a second plunder card. (5A reward)
  • 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. (5D reward)
  • After drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck. (6D reward)

    During This Scenario: 5-6F: Dream Duel

  • You may not play this scenario unless you have completed scenarios 5-6A through 5-6E.
  • At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:
    1. Shuffle your hand into your deck, then draw the same number of cards.
    2. Choose a random card, then either discard it or shuffle it into another character’s deck.
    3. Move to a random open location, then you cannot move this turn.
    4. Display the henchman Pirate Shade Haunt next to your character card.
    5. You are dealt 1 Mental damage that cannot be reduced.
    6. Summon and encounter the henchman Animate Dream.
  • After you discard cards as structural damage, discard an equal number of cards from your deck.
  • Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.
  • Your ship is the Feathered Dragon.
  • Arcade Cannonade
    Feathered Dragon:
    Feathered Dragon
    Ship 6
    Class 6

    Check to Defeat
    Arcane
    Divine
    11
    OR
    Wisdom
    Survival
    16

    When Encountered
    You may reveal any number of allies and blessings; add 1 to your check for each revealed card.
    When Commanding
    When you would discard allies or blessings as structural damage, you may recharge 1 or more of them instead.

    Check to Repair
    Craft
    Divine
    8

    When Commanding (Wrecked)
    At the start of your turn, recharge an ally or a blessing.

    A golden ship resembling both the lost Feathered Devil and the incinerated Roaring Dragon awaits you in the Dimension of Dreams. The dream vessel, forged not of matter but instead of your deep bond with your trusty ships, lies ready to carry you to Akinaru.

    Random Monsters:
    Monster 1
    Spoiler:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

    Monster 2
    Spoiler:
    Spiny Eurypterid
    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 3
    Spoiler:
    Dire Shark
    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 4
    Spoiler:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

    Powers
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

    Monster 5
    Spoiler:
    Sea Scourge
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Barrier 2
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Barrier 3
    Spoiler:
    Storm
    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 4
    Spoiler:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Barrier 5
    Spoiler:
    Electricity Arc Trap
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Keen Falcata +1
    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 2
    Spoiler:
    Keen Rapier +3
    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
    Spoiler:
    Adamantine Trident +3
    Weapon 6

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
    If a monster has a power that increases the difficulty of a combat check, ignore that power.

    Weapon 4
    Spoiler:
    Flaming Musket +2
    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 5
    Spoiler:
    Seaborne Trident +1
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Blazing Servant
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spell 3
    Spoiler:
    Recast
    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 4
    Spoiler:
    Tsunami
    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 5
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Random Armors:
    Armor 1
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Breastplate of the Deep
    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 3
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Armor 4
    Spoiler:
    Besmaran Vestments
    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
    Spoiler:
    Hellknight Armor
    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.

    Random Items:
    Item 1
    Spoiler:
    Besmara's Bones
    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 2
    Spoiler:
    Alkali Flask
    Item 4

    Traits
    Liquid
    Attack
    Acid
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Item 3
    Spoiler:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. While displayed, add 1d6 to your checks to defeat ships.

    Item 4
    Spoiler:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

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

    Item 5
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    Crimson Cogward
    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 2
    Spoiler:
    Baby Triceratops
    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
    Spoiler:
    Tessa Fairwind
    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 4
    Spoiler:
    Slip
    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 5
    Spoiler:
    Rosie Cusswell
    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.

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

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Turn: 11 Olenjack/Yewstance

    Top of Blessing Discard Pile: Blessing of Norgorber

    Top Blessing:
    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: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Maznar)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 13 Agna)
    Spoiler:
    Blessing of Pharasma
    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.

    Blessings Deck Card 3 (Turn 14 Enora)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 4 (Turn 15 Jirelle)
    Spoiler:
    Blessing of Kelizandri
    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.

    Blessings Deck Card 5 (Turn 16 Olenjack)
    Spoiler:
    Blessing of Erastil
    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.

    Blessings Deck Card 6 (Turn 17 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 7 (Turn 18 Agna)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 19 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 9 (Turn 20 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 10 (Turn 21 Olenjack)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 22 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 12 (Turn 23 Agna)
    Spoiler:
    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 Deck Card 13 (Turn 24 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 14 (Turn 25 Jirelle)
    Spoiler:
    Blessing of Abadar
    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.

    Blessings Deck Card 15 (Turn 26 Olenjack)
    Spoiler:
    Blessing of Gorum
    Blessing C

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 27 Maznar)
    Spoiler:
    Blessing of Geryon
    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.

    Blessings Deck Card 17 (Turn 28 Agna)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    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

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

    Pinnacle Atoll Card 1 - Blessing of the Gods:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Pinnacle Atoll Card 2:
    Sabotage
    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.

    Pinnacle Atoll Card 3:
    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.

    Pinnacle Atoll Card 4:
    Hirgenzosk
    Henchman Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    30

    Powers
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.

    Pinnacle Atoll Card 5:
    Lady Nightshade
    Henchman Monster 5

    Traits
    Outsider
    Illusionist

    Check
    Combat
    19

    Powers
    Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
    If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll Card 6:
    Lady Cerise Bloodmourn
    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.

    Pinnacle Atoll Card 7:
    Giant Sea Anemone
    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.

    Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:1

    Theater of Corruption Card 1:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

    Theater of Corruption Card 2:
    Musket +2
    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.

    Theater of Corruption Card 3:
    Baby Triceratops
    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.

    Theater of Corruption Card 4:
    Dimension Leap
    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.

    Theater of Corruption Card 5:
    Pirate Entertainments
    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.

    Theater of Corruption Card 6:
    Telekinesis
    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.

    Theater of Corruption Card 7:
    Sea Troll
    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.

    Theater of Corruption Card 8:
    Periscope
    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.

    Theater of Corruption Card 9:
    Voidlord Akinaru
    Villain Monster 6

    Traits
    Giant
    Outsider

    Check
    Combat
    35
    THEN
    Combat
    45

    Powers
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

    Gozreh's Flow
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Teleportation Chamber
    At This Location: At the end of your turn, move to another locaiton.
    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: Sea Drake

    Fringes of the Eye
    At This Location: The difficulty of checks to defeat barriers is increased by 3.
    When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
    When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
    M:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

    Fringes of the Eye Card 1 - Barroom Brawl:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Fringes of the Eye Card 2:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fringes of the Eye Card 3:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

    Powers
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Raker Shoals
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


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

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

    Start of Turn (Scenario): Olenjack makes a Charisma 12 check...
    Charisma 12 (Maznar, Steal Soul): 1d10 + 3 + 1d4 + 1d4 ⇒ (7) + 3 + (2) + (1) = 13 -> Pass.

    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Wyvern Poison (Core) from his deck and discards. At least one was from his deck, so his deck is shuffled.
    Olenjack recharges The Viper to exchange Wyvern Poison (Core) in his hand with Robe of Items from his discards.

    Olenjack stays at the Pinnacle Atoll, then takes his free exploration.

    Pinnacle Atoll Card 1 - Blessing of the Gods: 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.

    Automatically Acquired.

    Olenjack discards Joseph 'Jack' Scrimshaw to explore again.

    Pinnacle Atoll Card 2: Sabotage:

    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.

    Disable 12 (Maznar, Steal Soul): 1d8 + 5 + 1d4 + 1d4 ⇒ (4) + 5 + (3) + (2) = 14 -> Pass.
    Defeated.

    Olenjack sees visions of cannon shells tearing the wood of the vessel asunder; fire alight from its sails, but he closes his eyes, grips the very much un-burnt railing, and quells the visions from his mind. If he doesn't let the intrusive thoughts - perhaps sent by Akinaru - direct his thinking, they won't affect this dreamscape. Or so he hopes. Sure enough, when he opens his eyes again, his mind simply reciting various minor details about Absalom import tax law and enforcement methodology, the ship remains unharmed, and the crew nonplussed.

    Olenjack shakes his head, drawing out the wayfinder the society outfitted him with, staring at it curiously. He knew the thing would be useless in this blasted realm, and yet... it points to a single location. It cannot be 'north' - such a concept wouldn't even exist in this realm - and yet there's a certain, undeniable draw that gazing at the direction it prescribes evokes. Eventually, whilst trying to keep his mental bearings in this ethereal plane, he convinces Captain Jirelle to adjust course to the point described by the wayfinder.

    Surprisingly, she agrees, perhaps feeling that same draw upon gazing at it.

    Olenjack recharges Wayfinder to move with everyone to the Theater of Corruption, then examine the top 2 cards of his location...

    Theater of Corruption Card 1: Shark-Eating Crab:

    Monster 4
    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

    Theater of Corruption Card 2: Musket +2:

    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.

    Olenjack discards Compass to explore again.

    Theater of Corruption Card 1: Shark-Eating Crab:

    Monster 4
    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 18 (Embalming Fluid, Maznar, Steal Soul, Arcane Cannonade): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 1d4 + 1d6 ⇒ (2) + 4 + (7) + 2 + 2 + (4) + (3) + (1) = 25 -> Pass; Shark-Eating Crab forces a reroll.
    Combat/Dexterity 18 (Embalming Fluid, Maznar, Steal Soul, Arcane Cannonade): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 1d4 + 1d6 ⇒ (3) + 4 + (2) + 2 + 2 + (3) + (2) + (1) = 19 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Old Salt from his deck.
    Defeated.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Theater of Corruption Card 2: Musket +2:

    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.

    Dexterity 11 (Maznar, Steal Soul): 1d8 + 4 + 1d4 + 1d4 ⇒ (5) + 4 + (4) + (3) = 16 -> Pass.
    Acquired.

    A vast, monstrous crab is woven out of dreamstuff from nowhere as the ship travels into strange waters - clambering its hull. An unfamiliar musket appears in Olenjack's hands, more oddities of the realm, and he fires it at the armored thing; driving it back into the water.

    Olenjack examines the strange weapon now it's in his hands. When there's a chance, he'll need Enora to explain to him how this dreamscape works...

    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Wyvern Poison (Core) from his discards. At least one was from his deck, so his deck is shuffled.

    Olenjack discards Wayfinder to examine the top card of his location...

    Theater of Corruption Card 3: Baby Triceratops:

    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.

    Hard to acquire, and very costly to use; no thanks. Olenjack shuffles the location, then explores with the Wayfinder's power.
    Card #: 1d7 + 2 ⇒ (7) + 2 = 9
    Theater of Corruption Card 9: Voidlord Akinaru:

    Villain Monster 6
    Traits
    Giant
    Outsider

    Check
    Combat
    35
    THEN
    Combat
    45

    Powers
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

    Oh... okay.
    Olenjack can use his power to evade (or, better yet, Enora could use Evocation Staff to let me evade and move the villain to the top of the location), but defeating the villain here lets us close an awkward location.
    If Olenjack fought it, he'd banish Musket +2, and take one of the two combat checks. My combat check would involve...
    Lucky Rifle (effectively 1d8+4+2d12+2), Steal Soul+Arcane Cannonade+Maznar (+2d4+1d6), Wyvern Poison (+1d12), display 1 ally (+2), Steel Ibis Lamellar (+1d6).

    That check can be further enhanced in a few ways, but as a baseline that gives me 3d12+1d8+2d6+2d4+8, which is an average of 44; a 91% of at least 35 and a 47% of at least 45.

    Further enhancements include...
    Staff of Weather (instead of Wyvern Poison) for +2d8 instead of +1d12.
    A blessing for another +1d8 (Blessing of Maat is almost as good).
    Control Weather for another +2d8.
    Hero Point reroll (also the Paizo reroll, but I won't calculate that).
    With all of that together, that gives me 2d12+6d8+2d6+2d4+8 + a reroll, which gives me the following odds after calculating the reroll value; 99.99% of at least 35 and 99.99% of at least 45.

    So depending on how many resources we want to spend, Olenjack can take one or both rolls (preferably only one!) to get a location closure now, or I can evade the villain.

    TURN PAUSED.

    The dreamscape suddenly becomes... brighter, dizzingly so, as if the sun itself had set upon the ocean's surface nearby. Olenjack covers his eyes from the blinding light, but his hands and eyelids seem to provide so little resistance from the burning force - until all at once it flicks off like a doused flame, leaving behind a horrid, dark, cold void-like tear in the sea at its passing.

    Amidst the odd spaceless space within the dreamscape, a ship floats; aboard it, a familiar, giant oni, watching with an inscrutable gaze at the approaching Feathered Dragon. Had Olenjack's wayfinder guided him to Akinaru's hiding place in this realm?

    "

    Olenjack wrote:

    Hand: Steel Ibis Lamellar, Embalming Fluid, Ederleigh Baines, Wyvern Poison (Core), Razorglass Knife, Lucky Rifle +2, Musket +2, Compass, Blessing of the Gods (2),

    Displayed: Steal Soul,
    Deck: 9 Discard: 9 Buried: 3
    Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 7
    NOTES:
    Movement: Move with Maznar
    Other: TURN PAUSED - see my turn for my analysis. Looking for team agreement on how to proceed here!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Rotgut, Blessing of the Savored Sting, Albatross, Old Salt (2), The Viper, Delve, Wayfarer, Old Salt, Venomous Heavy Crossbow +2
    Recharged:
    Discard Pile: Master of the Gales, Forensic Physician, Blessing of the Gods, Blessing of Wadjet, Blessing of Anubis, Blessing of Kofusachi, Joseph 'Jack' Scrimshaw, Robe of Items, Wayfinder,
    Buried Pile: Coral Capuchin, Blessing of Achaekek, Blasting Pistol +2,

    Skills and Powers:
    SKILLS
    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:

    Spoiler:

    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.
    "


    Agna's Deck Handler

    Off turn: Agna will take the first check to defeat Voidlord Akinaru.

    Reveal Huntsman's Greatsword, Agna and Maznar reveal Animals, Arcane Cannonade from Enora, discard Blessing of Gorum to bless.

    First Check to Defeat:
    Combat 35: 3d10 + 6 + 2d6 + 2 + 2d4 + 2 + 1d6 ⇒ (7, 10, 3) + 6 + (1, 4) + 2 + (4, 1) + 2 + (2) = 42 success

    Agna wrote:

    Hand: Dancing Mace +2, Huntsman's Greatsword +2, Cloud Puff, Vampire Squid, Moose, Blessing of the Everbloom, Coral Capuchin (acquired),

    Displayed: Aspect of the Bull,
    Deck: 7 Discard: 7 Buried: 3
    Current Location: Theatre of Corruption
    Hero Points Available/Used: 6
    NOTES:
    Available Support: Blessings and Cloud Puff available.
    Other: Dice Re-Roll Used for 5-6F?: N


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

    Well I accidentally deleted my post. Really quickly editing back in what I can before the window to edit expires (which would potentially change the rolls that affected my hand reset?).

    Well, to summarize everything...
    BA: Banish Musket +2.
    Maznar uses Control Weather. Enora uses Staff of Weather.
    I display an ally, recharge Steel Ibis Lamellar, have Steal Soul, Arcane Cannonade and Maznar assist me.

    Combat 45: 1d8 + 4 + 1d12 + 2 + 2d4 + 2d6 + 4d8 + 2 ⇒ (2) + 4 + (5) + 2 + (1, 1) + (5, 3) + (2, 3, 7, 3) + 2 = 40 -> Olenjack buries Lucky Rifle +2 to add another 1d12 ⇒ 5. Pass.
    Akinaru + 5D reward causes Olenjack to bury Albatross and recharge Old Salt from the top of his deck.
    Akinaru is defeated and escapes.

    From closing the location, Olenjack buried 3 (Embalming Fluid, Compass, Blessing of the Gods (2)) cards and drew 3 new ones.
    Theater of Corruption dice rolls: 2d4 ⇒ (3, 3) = 6

    Olenjack wrote:

    Hand: Razorglass Knife, Venomous Heavy Crossbow +2, Rotgut, Ederleigh Baines, Wayfarer, The Viper, Old Salt (2), Blessing of the Savored Sting,

    Displayed: Steal Soul, Wyvern Poison (Core),
    Deck: 3 Discard: 9 Buried: 8
    Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 7
    NOTES:
    Available Support: Blessing of the Savored Sting - Discard to add the highest result of 1d4/1d6/1d8/1d10 to any check
    Olenjack is happy to Avenge, particularly encounters with barriers.
    Movement: Move with Maznar
    Other: I can heal myself with The Viper and Forensic Physician as needed, so don't worry about me! Plus, all these allies in hand let me add a ton to my checks if needed, or evade my encounters.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Delve
    Recharged: Steel Ibis Lamellar, Old Salt,
    Discard Pile: Master of the Gales, Forensic Physician, Blessing of the Gods, Blessing of Wadjet, Blessing of Anubis, Blessing of Kofusachi, Joseph 'Jack' Scrimshaw, Robe of Items, Wayfinder,
    Buried Pile: Coral Capuchin, Blessing of Achaekek, Blasting Pistol +2, Lucky Rifle +2, Embalming Fluid, Compass, Blessing of the Gods (2), Albatross,

    Skills and Powers:
    SKILLS
    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:

    Spoiler:

    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.
    "


    Female Halfling Arcanist/Occularium Scholar Deck Handler

    (During Olenjack's turn)
    Revealing Staff of Weather by discarding Icicle Swarm

    (From the logbook of Enora, ship's engineer of the Feathered Dragon. The following entry is written in Dwarven.)

    The ships collide in the strange spaceless space - but even Akinaru's mastery of the realm cannot overcome the array of magics, weapons and sheer determination mustered by Jirelle's crew. Of course, as soon as the battle does not go the treacherous Oni's way, the void itself seems to warp, giving the curious sensation of falling to all aboard the Feathered Dragon as they find themselves back to the mass of dreamy oceanscape, the ship making an oddly soft landing in the mistlike water.

    Their supernatural quarry is nowhere to be seen; having warped his ship to a new pocket to hideaway in. They are once again alone in this vast demiplane.

    Enora wrote:

    Hand: Sandara Quinn, Spellbook, Evocation Staff (reveal and discard a spell to evade and reload local monster), World Wave (banish to recovery at end of any turn to move any characters at Enora's location to another location, ignoring restrictions), Staff of Weather (reveal and discard a spell to add 2d8 aboard a ship/evade or banish displayed Weather bane/choose a discarded hour to put on top of the blessings discard pile), Repulsion, Life Drain,

    Displayed: Arcane Cannonade (display for 1d6 to all combat),
    Deck: 13 Discard: 8 Buried: 0
    Notes: (3 spells) Move Enora with Maznar.
    Ask before using: World Wave
    Can use without asking: Arcane Cannonade; Evocation Staff; Staff of Weather; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)

    Skills and Powers:

    Skills:
    Strength d6 [ooc][] +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: 12


    During This Adventure: 5-6: Clashing Tides

  • DURING THIS ADVENTURE:
  • For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
    Ship Rules:
    Commanding and Moving Ships
    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.


  • When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary
  • When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck. (1B Reward)
  • When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die. (1C Reward)
  • You may add 1d4 to your checks against Undead banes, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character. (1E Reward)
  • You may bury a Swashbuckling boon to recharge 1d4 random cards from your discard pile. (Adv 1 Reward)
  • When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish. (3A Reward)
  • On your Craft check, you may recharge any number of allies; for each recharged ally, add 1. (3E Reward)
  • After you draw your starting hand, you may draw 2 cards. (Adv 3 Reward).
  • You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it. (4A Reward)
  • When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it. (5E Reward)
  • Add 1d4 to your checks against monsters that have the Pirate trait. (Adv 4 reward)
  • At the start of the scenario, stash a second plunder card. (5A reward)
  • 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. (5D reward)
  • After drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck. (6D reward)

    During This Scenario: 5-6F: Dream Duel

  • You may not play this scenario unless you have completed scenarios 5-6A through 5-6E.
  • At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:
    1. Shuffle your hand into your deck, then draw the same number of cards.
    2. Choose a random card, then either discard it or shuffle it into another character’s deck.
    3. Move to a random open location, then you cannot move this turn.
    4. Display the henchman Pirate Shade Haunt next to your character card.
    5. You are dealt 1 Mental damage that cannot be reduced.
    6. Summon and encounter the henchman Animate Dream.
  • After you discard cards as structural damage, discard an equal number of cards from your deck.
  • Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.
  • Your ship is the Feathered Dragon.
  • Arcade Cannonade
    Feathered Dragon:
    Feathered Dragon
    Ship 6
    Class 6

    Check to Defeat
    Arcane
    Divine
    11
    OR
    Wisdom
    Survival
    16

    When Encountered
    You may reveal any number of allies and blessings; add 1 to your check for each revealed card.
    When Commanding
    When you would discard allies or blessings as structural damage, you may recharge 1 or more of them instead.

    Check to Repair
    Craft
    Divine
    8

    When Commanding (Wrecked)
    At the start of your turn, recharge an ally or a blessing.

    A golden ship resembling both the lost Feathered Devil and the incinerated Roaring Dragon awaits you in the Dimension of Dreams. The dream vessel, forged not of matter but instead of your deep bond with your trusty ships, lies ready to carry you to Akinaru.

    Random Monsters:
    Monster 1
    Spoiler:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Monster 2
    Spoiler:
    Port Peril Corsair
    Monster 2

    Traits
    Elf
    Pirate
    Veteran

    Check
    Combat
    13

    Powers
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

    Monster 3
    Spoiler:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Monster 4
    Spoiler:
    Dweller in the Deeps
    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 5
    Spoiler:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 2
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Barrier 3
    Spoiler:
    Drowning Spikes Trap
    Barrier 1

    Traits
    Trap
    Aquatic

    Check
    Dexterity
    Disable
    7

    Powers
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

    Barrier 4
    Spoiler:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 5
    Spoiler:
    Symbol of Insanity
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Flaming Musket +2
    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 2
    Spoiler:
    Humanbane Gladius +2
    Weapon 5

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3
    Spoiler:
    Humanbane Crossbow +2
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    Weapon 4
    Spoiler:
    Keen Falcata +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Weapon 5
    Spoiler:
    Distance Musket +1
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Shapechange
    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
    Spoiler:
    Holy Feast
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

    Powers
    Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

    Spell 3
    Spoiler:
    Safe Harbor
    Spell 2

    Traits
    Magic
    Arcane
    Healing

    Check
    Magic
    Arcane
    Healing
    8

    Powers
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Geyser
    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
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Reflecting Buckler
    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
    Spoiler:
    Eel Skin Armor
    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
    Spoiler:
    Hellknight Armor
    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
    Spoiler:
    Flaming Buckler Gun
    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
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Random Items:
    Item 1
    Spoiler:
    Alkali Flask
    Item 4

    Traits
    Liquid
    Attack
    Acid
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Item 2
    Spoiler:
    Ring of Regeneration
    Item 5

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    Divine
    11

    Powers
    At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
    At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

    Item 3
    Spoiler:
    Nautical Charts
    Item B

    Traits
    Book

    Check
    Wisdom
    Survival
    7

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

    Item 4
    Spoiler:
    Pearl of Magic
    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 5
    Spoiler:
    Ring of Rat Fangs
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Barefoot Samms Toppin
    Ally B

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    8

    Powers
    Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Royster McCleagh
    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
    Spoiler:
    Dindreann
    Ally 3

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    11

    Powers
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

    Ally 4
    Spoiler:
    Baby Triceratops
    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
    Spoiler:
    Rotgut
    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.

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of 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.

    Blessing 4
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 12 Maznar/Chthonicthul

    Top of Blessing Discard Pile: Blessing of Milani

    Top Blessing:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Agna)
    Spoiler:
    Blessing of Pharasma
    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.

    Blessings Deck Card 2 (Turn 14 Enora)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 3 (Turn 15 Jirelle)
    Spoiler:
    Blessing of Kelizandri
    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.

    Blessings Deck Card 4 (Turn 16 Olenjack)
    Spoiler:
    Blessing of Erastil
    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.

    Blessings Deck Card 5 (Turn 17 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 6 (Turn 18 Agna)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 19 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 20 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 9 (Turn 21 Olenjack)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 22 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 11 (Turn 23 Agna)
    Spoiler:
    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 Deck Card 12 (Turn 24 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 13 (Turn 25 Jirelle)
    Spoiler:
    Blessing of Abadar
    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.

    Blessings Deck Card 14 (Turn 26 Olenjack)
    Spoiler:
    Blessing of Gorum
    Blessing C

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 27 Maznar)
    Spoiler:
    Blessing of Geryon
    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.

    Blessings Deck Card 16 (Turn 28 Agna)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    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

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

    Pinnacle Atoll Card 1:
    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.

    Pinnacle Atoll Card 2:
    Voidlord Akinaru
    Villain Monster 6

    Traits
    Giant
    Outsider

    Check
    Combat
    35
    THEN
    Combat
    45

    Powers
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

    Pinnacle Atoll Card 3:
    Lady Cerise Bloodmourn
    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.

    Pinnacle Atoll Card 4:
    Hirgenzosk
    Henchman Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    30

    Powers
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.

    Pinnacle Atoll Card 5:
    Giant Sea Anemone
    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.

    Pinnacle Atoll Card 6:
    Lady Nightshade
    Henchman Monster 5

    Traits
    Outsider
    Illusionist

    Check
    Combat
    19

    Powers
    Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
    If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Theater of Corruption
    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, Maznar, Olenjack, Enora, Jirelle,

    Gozreh's Flow
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Teleportation Chamber
    At This Location: At the end of your turn, move to another locaiton.
    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:

    Fringes of the Eye
    At This Location: The difficulty of checks to defeat barriers is increased by 3.
    When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
    When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
    M:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2

    Fringes of the Eye Card 1:
    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.

    Fringes of the Eye Card 2:
    Wereshark Pirate
    Henchman Monster 6

    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fringes of the Eye Card 3:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Fringes of the Eye Card 4:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

    Powers
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Raker Shoals
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Off-turn: discard Control Weather for Olenjack check
    Divine 13 to recharge Control Weather, revealing Stag: 1d10 + 7 + 1d4 ⇒ (7) + 7 + (2) = 16 Recharged

    Turn 12: Maznar/Blessing of Milani
    Consequence for failing SoT check: 1d6 ⇒ 4 Display the henchman Pirate Shade Haunt next to your character card.
    Bury Forest Staff to banish Pirate Shade Haunt

    Reveal Ring of Regeneration to recharge card from discard: 1d2 ⇒ 1 Blessing of the Gods

    Move all to Pinnacle Atoll
    Explore Pinnacle Atoll; Card #1: Blessing of Norgorber
    Auto-acquire

    The dream-realm hurts Maznar, deeply and viscerally. He is a naturalist, for the Green's sake, and the one thing that this place is is certainly not natural. He throws up a prayer for his companions, grips the railing tightly, and looks to see how he can aid his companions.

    Play Cure on someone (up for discussion): 1d4 + 1 ⇒ (1) + 1 = 2
    Divine 8 to recharge Cure, revealing Stag: 1d10 + 7 + 1d4 ⇒ (3) + 7 + (1) = 11 Recharged
    Reveal Ring of Regeneration to recharge Potion of Flying from discard
    We are doing great for time, so will reset hand and end turn before anything bad happens.

    Maznar wrote:

    Hand: Blessing of Norgorber (acquired), Vengeful Storm (loot), Baby Triceratops, Ring of Regeneration, Stag, Blessing of Gozreh, Venomous Bolt,

    Displayed:
    Deck: 16 Discard: 0 Buried: 2
    Notes: Blessings as needed. If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Shirt re-roll used, Scenario 5-6F: nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ] +1 [ ] +2 [ ] +3
    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


    Agna's Deck Handler

    The hour of Pharasma
    Start of turn check, Maznar & Agna reveal Animals: Perception 12: 1d8 + 5 + 2d4 + 2 ⇒ (1) + 5 + (1, 2) + 2 = 11 Shirt re-roll the d8
    Perception 12: 1d8 + 5 + 1 + 2 + 2 ⇒ (3) + 5 + 1 + 2 + 2 = 13 success Draw a card: Invigorating Kukri +1
    Move to Fringes of the Eye with Enora & Jirelle.

    Explore:

    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.

    Reveal Animal, Aspect of the Bull adds a die. Constitution 7: 2d6 + 1d4 + 2 ⇒ (6, 2) + (4) + 2 = 14 acquired

    Recharge Moose to explore:

    Wereshark Pirate:
    Henchman Monster 6
    Traits
    Lycanthrope
    Pirate
    Aquatic

    Check
    Combat
    26

    Powers
    The Wereshark Pirate may not be evaded.
    If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
    After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario BA power: Bury Coral Capuchin. Random ship: 1d22 ⇒ 12
    Blood Moon:
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

    When Encountered
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.

    Moose adds 1d8, reveal Animal.
    Survival 9: 2d8 + 5 + 1d4 + 2 ⇒ (5, 5) + 5 + (2) + 2 = 19 success
    Plunder: 1d6 ⇒ 1
    Encounter Wereshark Pirate. Reveal Huntsman's Greatsword, reveal Animal, Arcane Cannonade, Moose adds 1d8 to Melee, discard Dancing Mace +2 to add 1d8+2.
    Combat 26+6=32: 1d10 + 6 + 2d6 + 2 + 1d4 + 2 + 1d6 + 1d8 + 1d8 + 2 ⇒ (3) + 6 + (5, 5) + 2 + (2) + 2 + (6) + (6) + (4) + 2 = 43 defeated
    Cloud Puff to recovery to ignore AA power.
    Recharge Invigorating Kukri +1 to recharge random discarded card: Blessing of Abadar
    Attempt location close by summoning a defeating a random barrier:
    Ambush:
    Barrier B
    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Reveal Animal, discard Blessing of the Everbloom to double bless.
    Perception 9+6=15: 3d8 + 5 + 1d4 + 2 ⇒ (2, 8, 6) + 5 + (3) + 2 = 26 defeated
    Shuffle in 1d4 random Barriers & Blessings and encounter the top 1.
    Barriers, Blessings: 2d4 ⇒ (1, 4) = 5
    Top card - 1=Barrier, 2+=Blessing: 1d5 ⇒ 2
    Blessing of Milani:
    Blessing B
    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Reveal Animal.
    Wisdom 7: 1d8 + 2 + 1d4 + 2 ⇒ (3) + 2 + (1) + 2 = 8 acquired

    End turn. Examine top card of location: 1=Barrier, 2+=Blessing: 1d4 ⇒ 3 Blessing of Besmara (Blessing 1)
    Reveal Animal to auto-recharge Cloud Puff with Survival.
    Reset hand.

    Agna wrote:

    Hand: Huntsman's Greatsword +2, Ursine Rageskin, Angelstep, Vampire Squid, Monkey, Baby Triceratops, Monkey (Loot), Blessing of Milani (acquired),

    Displayed: Aspect of the Bull,
    Deck: 5 Discard: 8 Buried: 4
    Current Location: Theatre of Corruption
    Hero Points Available/Used: 6
    NOTES:
    Available Support: Blessings and Cloud Puff available.
    Other: Dice Re-Roll Used for 5-6F?: Y

    At the start of Enora's turn, use Angelstep to heal: 1d4 + 1 ⇒ (4) + 1 = 5 Blessing of Wind & Waves, Blessing of the Everbloom, Blessing of Gorum, Seaborne Trident +1, Dancing Mace +2.

    Reveal Animal.
    Angelstep recovery - Survival 9: 1d8 + 5 + 1d4 + 2 ⇒ (6) + 5 + (4) + 2 = 17 recharged
    Agna wrote:

    Hand: Huntsman's Greatsword +2, Ursine Rageskin, Vampire Squid, Monkey, Baby Triceratops, Monkey (Loot), Blessing of Milani (acquired),

    Displayed: Aspect of the Bull,
    Deck: 11 Discard: 3 Buried: 4
    Current Location: Theatre of Corruption
    Hero Points Available/Used: 6
    NOTES:
    Available Support: Blessings and Cloud Puff available.
    Other: Dice Re-Roll Used for 5-6F?: Y

    Skills and Powers:
    SKILLS

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

    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.


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

    RETCON
    Scenario BA (against Villain): Olenjack buries Old Salt from his deck; this can be retconned to a new random card from my deck at the BR's discretion.

    Random Ship: 1d22 ⇒ 15

    Mistmourn:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

    When Encountered
    If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.
    When Commanding
    Reduce Structual damage dealt to this ship by 2.
    You may discard a card from the blessings deck to evade a bane.

    Dexterity 11 (Steal Soul, Maznar): 1d8 + 4 + 1d4 + 1d4 ⇒ (3) + 4 + (2) + (1) = 10 -> Hm, expend a hero point (now 6), to reroll.
    Dexterity 11 (Steal Soul, Maznar): 1d8 + 4 + 1d4 + 1d4 ⇒ (2) + 4 + (4) + (3) = 13 -> Pass.
    Mistmourn marked on my Chronicle Sheet.

    Plunder: 1d6 ⇒ 4 -> A random Item is stashed... however, Olenjack will use the 1B reward to shuffle a Potion of Healing into his deck instead, if it's allowed. Since I've already reset my hand 'after' this point, I understand if the BR would rather I don't.

    Summary...
    Olenjack buries Old Salt from his deck (or another card, BR's discretion).
    Olenjack spent a Hero Point.
    Olenjack shuffles Potion of Healing into his deck (or stashes an Item, BR's discretion).
    No other changes.

    =============================

    OFF-TURN:

    Olenjack recharges The Viper to exchange Rotgut in his hand with Forensic Physician from his discards.
    Maznar uses Cure on Olenjack, thanks!

    Olenjack is healed for 2: (Master of the Gales, Robe of Items). Deck shuffled.

    Olenjack wrote:

    Hand: Razorglass Knife, Venomous Heavy Crossbow +2, Forensic Physician, Ederleigh Baines, Wayfarer, Old Salt (2), Blessing of the Savored Sting,

    Displayed: Steal Soul, Wyvern Poison (Core),
    Deck: 5 Discard: 7 Buried: 9
    Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 6
    "NOTES:
    Available Support: Blessing of the Savored Sting - Discard to add the highest result of 1d4/1d6/1d8/1d10 to any check
    Olenjack is happy to Avenge, particularly encounters with barriers.
    Movement: Move with Maznar"


    Female Halfling Arcanist/Occularium Scholar Deck Handler

    (At the end of Agna's turn)
    Banishing World Wave to recovery to move Enora, Agna, and Jirelle to Theater of Corruption
    Cloudburst is recharged
    Recovery: Revealing Spellbook, revealing Book. Maznar reveals Animal
    Arcane 17: 1d12 + 7 + 1d4 + 1d4 + 1 + 1d4 ⇒ (6) + 7 + (3) + (2) + 1 + (3) = 22
    World Wave is recharged

    (Enora's turn)
    Blessing 2: Pharasma o'clock
    Revealing Book. Maznar reveals Animal
    CHA 12: 1d8 + 1d4 + 1 + 1d4 ⇒ (6) + (4) + 1 + (3) = 14
    Drawing Besmaran Priest
    Moving to Pinnacle Atoll, taking everyone
    Exploring Pinnacle Atoll 1: Blessing of Norgorber

    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.


    Revealing Book. Maznar reveals Animal
    Divine 5: 1d4 + 1d4 + 1 + 1d4 ⇒ (3) + (2) + 1 + (1) = 7
    Blessing of Norgorber is acquired

    Discarding Sandara Quinn to explore Pinnacle Atoll 2: Voidlord Akinaru

    Voidlord Akinaru:
    Villain Monster 6
    Traits
    Giant
    Outsider

    Check
    Combat
    35
    THEN
    Combat
    45

    Powers
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.


    Voidlord Akinaru: Banishing Besmaran Priest.
    Examining top 2 cards of deck: Autumn Witch, Protect.
    Recharging Autumn Witch, burying Protect
    Random ship: 1d22 ⇒ 20
    Summoning Abrogail's Fury

    Abrogail's Fury:
    Ship 6
    Class 6

    Check to Defeat
    Dexterity
    Ranged
    13
    OR
    Wisdom
    Survival
    11

    When Encountered
    Before you act, recharge 1d4 random cards from your hand.
    When Commanding
    Reduce Structural damage to this ship by 3.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.

    Check to Repair
    Craft
    8

    When Commanding (Wrecked)
    Reduce structural damage to this ship by 1.
    Remove the Swashbuckling trait from all of your checks.


    Recharged cards: 1d4 ⇒ 1
    Abrogail's Fury: Blessing of Norgorber is recharged
    Revealing Book. Maznar reveals Animal. Agna discards Blessing of Milani
    DEX 13: 3d6 + 2 + 1d4 + 1 + 1d4 ⇒ (2, 4, 6) + 2 + (2) + 1 + (4) = 21
    Abrogail's Fury is recorded as if seized and banished. Instead of stashing a plunder, Olenjack may shuffle a Basic card into his deck (if he doesn't, Enora will shuffle a Blessing of the Gods into her deck).
    Revealing Staff of Evocation by discarding Repulsion and discarding Staff of Evocation for Fire, using Arcane Cannonade, revealing Book. Maznar reveals Animal and discards Blessing of Gozreh.
    Combat 35: 2d12 + 5 + 3d10 + 1d4 + 1 + 1d4 + 1d6 ⇒ (3, 3) + 5 + (9, 1, 3) + (2) + 1 + (1) + (3) = 31
    Using a Hero Point to reroll
    Combat 35: 2d12 + 5 + 3d10 + 1d4 + 1 + 1d4 + 1d6 ⇒ (10, 11) + 5 + (3, 7, 9) + (1) + 1 + (4) + (1) = 52
    Coordinated Blast is recharged

    (Pausing for someone to take the Combat 45)

    Enora wrote:

    Hand: Spellbook, Staff of Weather (reveal and discard a spell to add 2d8 aboard a ship/evade or banish displayed Weather bane/choose a discarded hour to put on top of the blessings discard pile), Life Drain,

    Displayed: Arcane Cannonade (display for 1d6 to all combat),
    Deck: 15 Discard: 9 Buried: 1
    Notes: (1 spell) Move Enora with Maznar.
    Ask before using:
    Can use without asking: Arcane Cannonade;Staff of Weather; Enora's protection from elements (discard a spell to prevent local Fire/Cold damage)

    Skills and Powers:

    Skills:
    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: 11


    Deck Handler // Tier 6.6 // 8 hero points

    Out of turn: taking final combat check. Reveal and additionally discard Corrosive Backsword +4 for 1d10+3d6+10. Maznar reveals animal to add 1d4. Enora reveals Staff of Weather and discards Life Drain to add 2d8. Olenjack discards Blessing of the Savored Sting to add 1d4 + 1d6 + 1d8 + 1d10 ⇒ (2) + (6) + (3) + (2) = 13 6. Olenjack recharges Razorglass Knife to add 2d4. Arcane Cannonade adds 1d6. Combat 45: 1d10 + 3d6 + 10 + 1d4 + 2d8 + 6 + 2d4 + 1d6 ⇒ (9) + (5, 2, 6) + 10 + (3) + (6, 6) + 6 + (1, 1) + (5) = 60. Because I can, Paizo reroll one of the 1's. Combat 45: 1d4 + 59 ⇒ (2) + 59 = 61 Much better :P

    Pinnacle Atoll is closed, we stash a plunder card (which will be completely irrelevant). Akinaru has nowhere to escape. We win!

    Akinaru roars as Jirelle's dream-ship approaches him. He throws every last thing he has at the group, but the party is undeterred. Maznar unleashes the full fury of the Green, surrounding Akinaru and his minions with all manner of animals. In addition to distracting the forces, the animals are doing a good job of fighting on their own accord. Seizing the opportunity, Agna and Olenjack go in for a first assault, deeply wounding the oni. Its attempts to retreat are cut short by Jirelle piloting the ship behind him, where Enora unleashes a magical assault while Jirelle swings over to deal one final, finishing blow.

    The threat Akinaru posed to Golarion is finally at an end!


    Female Halfling Arcanist/Occularium Scholar Deck Handler

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

    Our crew brought back together by the relentless waves of dreams (see: "The River of Sleep" but Calipe Szo), Sandara was the first to spot the voidlord's flagship beyond the atoll, a grasping hand stretching black fingers out to seize our own vessel (see: "The Fury Claims Her Due" by Dayalaya the Black), but like a thorn pricking the greedy grasper (see: "The Fury Claims Its Own" by Esylk the Red), our ship splintered the oni craft, giving Olenjack one last bounty to inventory.

    But then, like a recurring nightmare, a priest having served aboard our craft for who knows how long revealed himself to be the disguised Akinaru. Faltering momentarily from the deception, the sensation of wind and water upon my face, determined to not let this foe triumph, I recovered, unleashing the full firepower of our cannonry (see: "The Mage's Aim Is Truest" by the Fraught Jonn) upon the Voidlord about to face a final confrontation with Captain Jirelle...


    The battle over, Maznar slumps to the deck, exhausted and breathing heavily. It. Is. Done.


    DEVELOPMENT:
    You take control of the Dimension of Dreams one last time. As Akinaru gasps and wheezes, even his immortal voidlord body has been broken beyond repair.

    “I always knew it would be you,” he says. “I saw it in a sudden vision in the jungle, a storm of endless possibilities in the wake of my shattered ward, a thousand futures at once, maddening. End it.”

    You pause, and you watch as Akinaru’s spirit begins to drift away out of his body.

    “No, please, end me! If you don’t, I’ll become just like all the other punished kami, disembodied and helpless forever. Let me die!”

    With his end in your hands, you make the right choice.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters. When that character draws her starting hand, she may draw an extra card, then recharge a card.

    ACQUIRED CARDS:
    Weapon 5 Blasting Pistol +2
    Weapon 3 Musket +2
    Spell 2 Protect
    Spell 5 Raise Dead
    Spell 6 World Wave
    Armor 4 Animated Shield
    Item 3 Crystal of Healing Hands
    Item 6 Fuse Grenade
    Item 2 Jolly Roger
    Item 3 Potion of Flying
    Item B Spyglass
    Ally 5 Albatross
    Ally 1 Ambrose 'Fishguts' Kroop
    Ally 5 Barracuda Aiger
    Ally 1 Coral Capuchin
    Ally 1 Coral Capuchin
    Ally C Joseph 'Jack' Scrimshaw
    Ally 4 Pteranodon
    Ally 1 Sandara Quinn
    Blessing B Blessing of Achaekek
    Blessing 4 Blessing of Asmodeus
    Blessing 1 Blessing of Besmara
    Blessing C Blessing of Cayden Cailean
    Blessing B Blessing of Milani
    Blessing 5 Blessing of Norgorber
    Blessing B Blessing of Sivanah
    Blessing C Blessing of the Gods
    Blessing B Blessing of the Gods
    Blessing B Blessing of the Gods
    Blessing B Blessing of the Gods


  • Female Halfling Arcanist/Occularium Scholar Deck Handler

    Gaining Hero Point
    Forfeiting upgrade

    (From the logbook of Enora, ship's engineer of the Feathered Dragon, final entry)

    Dear Akinaru, we accept the fact that we had to adventure across demiplanes and dimensions for whatever it was you did wrong. But we think you're crazy to ask us to make the right choice about how our dream ends. You see us as you want to see us, in the simplest terms, in the most convenient tropes. But what we found out is that each one of us is a brainy engineer, and an athletic navigator, and a basketweaving naturalist, and a pirate queen, and a quartermaster with ties to the criminal underworld. Does that answer your question?

    Don't you forget about us.

    Enora, Female Halfling Arcanist/Occularium Scholar wrote:

    Deck:
    22 cards

    9 Spells: Arcane Cannonade, Icicle Swarm, Repulsion, Eagle Aerie, Cloudburst, Coordinated Blast, Ice and Fire, Life Drain, Fire Snake
    5 Items: Evocation Staff, Magnetic Grimoire, Byzantine Lexicon, Binder's Tome, Spellbook
    3 Allies: Autumn Witch, Vampire Bat, Chronicler
    5 Blessings: Blessing of the All-Seeing Eye, Blessing of the Lady of Graves, Blessing of the Seventh Veil, Blessing of Qi Zhong, Blessing of the Master of Masters

    Feats:
    Skills:
    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.)

    Cards:
    Weapons 0
    Spells 6 [X] 7 [X] 8 [X] 9
    Armors 0
    Items 3 [X] 4 [X] 5 [] 6
    Allies 2 [X] 3 [] 4
    Blessings 4 [X] 5 [] 6

    Hero points: 12


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

    (Two Months Later)

    Money may open doors and build empires; but upon the conclusion of his work with the society Olenjack has found something far less fungible, and yet potentially far more precious. Influence. Influence within the Society in particular allowed him to leverage its considerable connections to smooth over debts that could not be repaid in mere gold, identify key contacts to target for blackmail later, and the ear of more than a couple of Venture-Captains who now are honour-bound to consider Olenjack's wishes with the utmost respect - and secrecy.

    Of course, Olenjack leveraged a great deal of financial gain from the events that transpired as well. Whilst his idiot sibling had done little to build their recovering asset portfolio in Olenjack's absence, his own management of the Pathfinder's supplies and his agents among the crew gave him ample opportunity to skim some precious treasures and magical items of remarkable qualities off the 'official' ledgers. As perceptive as the captain and navigator had been; they could not possibly expect to keep track of their full stock of acquired materials after so many shipwrecks, changed plans, planar-jumping and world-threatening encounters.

    Not that they were ever given accurate reports detailing all of the treasures and goods acquired during the journey.

    With the help of such newly minted resources, Olenjack recovers the fortunes of his ailing business empire, once again extending his web across the rebuilt Absalom. By now all such smuggled goods have been sold for more practical materials and currencies... all but the strange gem he keeps on his person at all times; feeling its inexplicably warm thrum pressed to his chest at all hours of the day. Whatever it's qualities, he feels younger and healthier than he has in decades, despite the suite of injuries and stresses that the trip inflicted upon him.

    His only remaining frustration lies with his former compatriots. They had each shown every quality he could have wanted in capable agents of his business, and yet they have been remarkably recalcitrant towards his offers of employment, no matter how generous.

    He promised once-Captain Jirelle gold, authority and the deed to a tavern in return for taking up a position to manage a growing arm of his empire across the seas, extending his trading empire to the competitive and cutthroat shipping routes. He knew he could count on her dependability, her experience, and the sharpness of her tongue and blade.

    Once-Navigator Agna was always going to be a long shot, so disinterested in the drab world of cities, economies and ledgers. Even so, Olenjack offered her ample opportunities to act as a well-paid enforcer, dropping suggestions that he could acquire some exotic species for her to tame. A whole menagerie, even? He could use her keen eye, strong arm and diverse skillset - and fellow dwarves usually understand the value of patience in his business.

    Olenjack made similar offers to once-Naturalist Maznar, though he had a particular interest in retaining his services as a bodyguard and healer. Certainly, Olenjack could afford to be far more brash in his business dealings with certain elements, if the rare face-to-face meeting was made with Maznar at his side. Why, few meeting places are not to your own advantage when the very natural world is your ally.

    And once-Engineer Enora. What a stroke of bad luck; her findings from the journey have assured her a place of permanent tenure and great prestige at the Occularium. Olenjack's plans to offer her ample financing and contacts to enable her experimentation and research were dashed at the realization that his Absalomian businesses could likely offer her nothing that Manaket could not. He found it unlikely that she would accept his invitation to manufacture weapons and traps for him, and assist with the construction of magical saferooms, vaults and magical kits to assist with high-risk smuggling activities.

    Perhaps some would change their minds sooner rather than later; but wherever their destiny takes them, they'll always have a job waiting for them in Absalom, should they choose it.

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