
skizzerz - Jirelle |

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).
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:
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).

Enora WotR-EmpTyger |

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
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.
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.
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)
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

Olenjack, the Measured |

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.
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...
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.
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.
"
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.
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:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
[X] Weapons
POWERS:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.
ADDITIONAL REWARDS:
5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Maznar - Chthonicthul |

Maznar starts at Fog Bank, I guess.
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:
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.

BR Mork |
During This Adventure: 5-6: Clashing Tides
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-6F: 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:
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.
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.
Monster B
Traits
Human
Pirate
Veteran
Check
Combat
9
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Monster B
Traits
Hag
Aquatic
Check
Combat
11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Monster 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Monster 3
Traits
Hag
Check
Combat
15
Powers
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 5
Traits
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.
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 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
Traits
Obstacle
Weather
Check
Wisdom
Survival
15
Powers
If undefeated, move to a random open location and shuffle this card into that location.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 3
Traits
Skirmish
Veteran
Check
Wisdom
Perception
Survival
10
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Weapon 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 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
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 5
Traits
Mace
Melee
Bludgeoning
Magic
Check
Strength
Melee
Divine
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
12
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Spell 2
Traits
Magic
Arcane
Divine
Fire
Attack
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell 3
Traits
Magic
Arcane
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 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 2
Traits
Magic
Arcane
Healing
Check
Magic
Arcane
Healing
8
Powers
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Shield
Magic
Check
Constitution
Fortitude
7
Powers
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Heavy Armor
Magic
Aquatic
Check
Constitution
Fortitude
9
Powers
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item 2
Traits
Object
Swashbuckling
Check
Wisdom
Survival
8
Powers
Display this card next to your character. While displayed, add 1d6 to your checks to defeat ships.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Item 4
Traits
Object
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Item 3
Traits
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 B
Traits
Object
Magic
Check
Dexterity
7
Powers
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
Ally 1
Traits
Animal
Aquatic
Check
Wisdom
Survival
6
Powers
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Ally C
Traits
Human
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 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 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
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn: 1 Olenjack/Yewstance
Top of Blessing Discard Pile: Blessing of Asmodeus
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 29
Blessings Deck
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 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 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Barrier 3
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
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.
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.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Spell 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.
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.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Monster 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.
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
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.
Monster 3
Traits
Aberration
Check
Combat
16
OR
Wisdom
14
Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier C
Traits
Cache
Task
Veteran
Check
Intelligence
Knowledge
7
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated
Barrier 4
Traits
Skirmish
Undead
Check
Wisdom
Perception
14
OR
Divine
10
Powers
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Henchman Monster 5
Traits
Outsider
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.
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.
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.
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
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.
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.
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.
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.
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.
Barrier 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
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.
Monster 5
Traits
Troll
Aquatic
Check
Combat
20
Powers
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Item 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.
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
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.
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.
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.
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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Monster 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.
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.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Monster 6
Traits
Human
Warrior
Check
Combat
21
Powers
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
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
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits
Dragon
Aquatic
Check
Combat
14
Powers
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Monster 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.
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.
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.
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.
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.
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.
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.
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
Ally 4
Traits
Animal
Check
Wisdom
Survival
11
Powers
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Barrier 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.
Ally 1
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessing 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.
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.
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.
Barrier 3
Traits
Trap
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Barrier 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.
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.
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
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.
Barrier 5
Traits
Task
Check
Charisma
Diplomacy
14
Powers
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon 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.
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.
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.
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.
Item C
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Barrier 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 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.

Olenjack, the Measured |

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.
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.
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.
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.
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...
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.
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.
Olenjack discards Old Salt (2) to explore again.
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.
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.
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.
Banished.
Olenjack discards Blessing of Wadjet to examine the top card of his location...
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.
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
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.
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...
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...
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 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
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.
"
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.
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:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
[X] Weapons
POWERS:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.
ADDITIONAL REWARDS:
5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Enora WotR-EmpTyger |

(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.
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)
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

Maznar - Chthonicthul |

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
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:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [X] +2 [X] +3
Fortitude: Constitution +1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [X] +3 [X ] +4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ] +2
Favored Card Type: Blessing
Hand Size: 6 [X] +7
Proficient with: Light Armors [X] Weapons
Powers: Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 [X] +2 random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck ([X] or your discard pile) for an ally that has the Animal trait and put it in your hand.
Add 1d6 to your check against a bane that has the Aberration or Undead trait.
[X] Reduce Poison damage dealt to you to zero.
[X] When you defeat a bane that has the Animal, Plant or Fey trait, you may recharge a random card from your discard pile.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861

skizzerz - Jirelle |

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

BR Mork |
During This Adventure: 5-6: Clashing Tides
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-6F: 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:
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.
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.
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 3
Traits
Hag
Check
Combat
15
Powers
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 2
Traits
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 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
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.
Barrier C
Traits
Task
Pirate
Check
None
Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Barrier B
Traits
Obstacle
Magic
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Perception
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Barrier 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 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 B
Traits
Task
Veteran
Check
Wisdom
Perception
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Weapon 3
Traits
Polearm
Melee
Piercing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Weapon B
Traits
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 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 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.
Spell 2
Traits
Magic
Arcane
Healing
Check
Magic
Arcane
Healing
8
Powers
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Traits
Magic
Divine
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 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
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 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.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Traits
Heavy Armor
Magic
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
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item 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 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 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 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 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Ally 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 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 B
Traits
Human
Veteran
Check
Charisma
Diplomacy
7
Powers
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Ally 4
Traits
Human
Aristocrat
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 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.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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 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
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
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
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.
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.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Spell 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.
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.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Monster 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.
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
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.
Monster 3
Traits
Aberration
Check
Combat
16
OR
Wisdom
14
Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier C
Traits
Cache
Task
Veteran
Check
Intelligence
Knowledge
7
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated
Barrier 4
Traits
Skirmish
Undead
Check
Wisdom
Perception
14
OR
Divine
10
Powers
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Henchman Monster 5
Traits
Outsider
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.
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.
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.
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
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.
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.
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.
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.
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.
Barrier 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
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.
Monster 5
Traits
Troll
Aquatic
Check
Combat
20
Powers
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Item 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.
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
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.
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.
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.
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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Monster 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.
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.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Monster 6
Traits
Human
Warrior
Check
Combat
21
Powers
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
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
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits
Dragon
Aquatic
Check
Combat
14
Powers
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Monster 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.
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.
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.
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.
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.
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.
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.
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
Ally 4
Traits
Animal
Check
Wisdom
Survival
11
Powers
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Barrier 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.
Ally 1
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessing 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.
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.
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.
Barrier 3
Traits
Trap
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Barrier 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.
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.
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 - WilderRedbeard |

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:
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.
Wisdom 14: 2d8 + 2 + 3d4 + 2 ⇒ (4, 2) + 2 + (1, 1, 2) + 2 = 14 defeated & banished
Discard Blessing of Gorum to explore:
Traits
Object
Check
Wisdom
Perception
4
Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Discard Blessing of Milani to explore:
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.
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.
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.
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
Melee: Strength +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 ( [ X ] +1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ( [ X ] or bottom) card of your location deck.
You may reveal an ally that has the Animal trait to add 1d4 ( [X] +1)( [X]+2) to your check.

Enora WotR-EmpTyger |

(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
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
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
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
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
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
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
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.
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)
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.

BR Mork |
During This Adventure: 5-6: Clashing Tides
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-6F: 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:
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.
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.
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 4
Traits
Dwarf
Fighter
Pirate
Check
Combat
19
Powers
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Monster 5
Traits
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 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 3
Traits
Aberration
Manticore
Check
Combat
12
Powers
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Barrier B
Traits
Cache
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 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 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 C
Traits
Task
Pirate
Check
None
Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Barrier B
Traits
Obstacle
Magic
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Perception
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
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 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 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
Traits
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Weapon 4
Traits
Sword
Melee
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.
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 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
Traits
Magic
Arcane
Cold
Attack
Check
Intelligence
Arcane
11
Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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.
Armor 5
Traits
Shield
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 5
Traits
Shield
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 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
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item 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 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 B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 5
Traits
Accessory
Magic
Swashbuckling
Check
Charisma
Diplomacy
13
Powers
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
Item B
Traits
Object
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.
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
Traits
Human
Fighter
Pirate
Check
Charisma
Diplomacy
7
Powers
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. You may not use this power more than once per turn.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Traits
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 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 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.
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
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.
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.
Barrier 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Spell 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.
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.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Monster 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.
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
Barrier 4
Traits
Skirmish
Undead
Check
Wisdom
Perception
14
OR
Divine
10
Powers
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Monster 3
Traits
Aberration
Check
Combat
16
OR
Wisdom
14
Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
Barrier 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
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 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.
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.
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.
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.
Ally 4
Traits
Human
Aristocrat
Captain
Pirate
Check
Intelligence
Knowledge
8
THEN
Charisma
Diplomacy
11
Powers
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Monster 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
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.
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.
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.
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.
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.
Barrier 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
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.
Monster 5
Traits
Troll
Aquatic
Check
Combat
20
Powers
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Item 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.
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
Monster B
Traits
Dragon
Aquatic
Check
Combat
14
Powers
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Monster 2
Traits
Plant
Check
Combat
12
Powers
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Monster 5
Traits
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.
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.
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.
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.
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
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.
Ally 1
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessing 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.
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.
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.
Barrier 3
Traits
Trap
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Barrier 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.
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.
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

skizzerz - Jirelle |

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...
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:
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)

Enora WotR-EmpTyger |

(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.
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
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

Maznar - Chthonicthul |

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.
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:
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

Olenjack, the Measured |

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.
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.
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.
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.
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.
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
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.
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.
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:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
[X] Weapons
POWERS:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.
ADDITIONAL REWARDS:
5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
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 - WilderRedbeard |

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
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

Maznar - Chthonicthul |

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 - Chthonicthul |

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:
Dexterity d4 [ ] +1
Constitution d8 [X] +1 [X] +2 [X] +3
Fortitude: Constitution +1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [X] +3 [X ] +4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ] +2
Favored Card Type: Blessing
Hand Size: 6 [X] +7
Proficient with: Light Armors [X] Weapons
Powers: Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 [X] +2 random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck ([X] or your discard pile) for an ally that has the Animal trait and put it in your hand.
Add 1d6 to your check against a bane that has the Aberration or Undead trait.
[X] Reduce Poison damage dealt to you to zero.
[X] When you defeat a bane that has the Animal, Plant or Fey trait, you may recharge a random card from your discard pile.
Deck Handler: https://docs.google.com/spreadsheets/d/18Cu0KGO5bD5-bxjl2VydewF8bTIeoLqqEiO gjEv0OsM/edit#gid=1691583861

Enora WotR-EmpTyger |

(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
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.
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
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 - WilderRedbeard |

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:
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.
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:
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.
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:
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.
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:
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.
Recharge Archaeopteryx to explore:
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.
Random ship: 1d22 ⇒ 3
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.
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.
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
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.

Enora WotR-EmpTyger |

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
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
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).
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)
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.

BR Mork |
During This Adventure: 5-6: Clashing Tides
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-6F: Dream Duel
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.
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.
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Monster 4
Traits
Animal
Aquatic
Check
Combat
22
Powers
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Monster B
Traits
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
Traits
Hag
Check
Combat
15
Powers
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 2
Traits
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.
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 6
Traits
Trap
Alchemical
Fire
Check
Dexterity
Acrobatics
18
OR
Disable
Craft
14
Powers
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Barrier 3
Traits
Obstacle
Task
Aquatic
Check
Intelligence
Knowledge
Wisdom
Survival
11
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Barrier 2
Traits
Obstacle
Weather
Check
None
Powers
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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 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 6
Traits
Sword
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 3
Traits
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 B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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
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 B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
3
Powers
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Armor 5
Traits
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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Armor 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Item 5
Traits
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 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 C
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Item B
Traits
Object
Magic
Check
Intelligence
7
Powers
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
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 5
Traits
Animal
Check
Wisdom
Survival
11
Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Ally B
Traits
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 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 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.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 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.
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.
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.
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.
Ally 4
Traits
Human
Aristocrat
Captain
Pirate
Check
Intelligence
Knowledge
8
THEN
Charisma
Diplomacy
11
Powers
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Monster 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,
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.
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.
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.
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.
Barrier 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
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.
Monster 5
Traits
Troll
Aquatic
Check
Combat
20
Powers
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Item 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.
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
Ally 1
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
6
Powers
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessing 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.
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.
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.
Barrier 3
Traits
Trap
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Barrier 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.
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.
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

skizzerz - Jirelle |

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.
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:
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).

BR Mork |
During This Adventure: 5-6: Clashing Tides
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-6F: Dream Duel
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.
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.
Monster 4
Traits
Animal
Aquatic
Check
Combat
18
Powers
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Monster 5
Traits
Animal
Aquatic
Check
Combat
21
Powers
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
Monster 4
Traits
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
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 2
Traits
Ooze
Aquatic
Check
Combat
12
Powers
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Barrier B
Traits
Obstacle
Magic
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Perception
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Barrier B
Traits
Cache
Lock
Veteran
Check
Strength
Melee
10
OR
Dexterity
Disable
9
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 2
Traits
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 2
Traits
Task
Aquatic
Weather
Check
Wisdom
Survival
8
Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Barrier 4
Traits
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.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Weapon 5
Traits
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 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 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
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.
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 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 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card and choose a character to play a spell from his discard pile.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
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 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
Traits
Heavy Armor
Magic
Aquatic
Check
Constitution
Fortitude
11
Powers
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Item 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 4
Traits
Liquid
Attack
Acid
Ranged
Alchemical
Check
Intelligence
Craft
11
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
Item 2
Traits
Object
Swashbuckling
Check
Wisdom
Survival
8
Powers
Display this card next to your character. While displayed, add 1d6 to your checks to defeat ships.
Item B
Traits
Tool
Check
Wisdom
Survival
8
Powers
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally 1
Traits
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 6
Traits
Animal
Check
Wisdom
Survival
13
Powers
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
Ally 3
Traits
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 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 1
Traits
Halfling
Fighter
Pirate
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 11 Olenjack/Yewstance
Top of Blessing Discard Pile: Blessing of Norgorber
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 17
Blessings Deck
Blessing C
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 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.
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.
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.
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.
Ally 4
Traits
Human
Aristocrat
Captain
Pirate
Check
Intelligence
Knowledge
8
THEN
Charisma
Diplomacy
11
Powers
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Monster 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
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.
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.
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.
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.
Barrier 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
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.
Monster 5
Traits
Troll
Aquatic
Check
Combat
20
Powers
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Item 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.
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
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.
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.
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

Olenjack, the Measured |

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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Olenjack discards Joseph 'Jack' Scrimshaw to explore again.
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.
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...
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.
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.
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.
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.
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.
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...
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.
Card #: 1d7 + 2 ⇒ (7) + 2 = 9
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.
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?
"
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!
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:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
[X] Weapons
POWERS:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.
ADDITIONAL REWARDS:
5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Agna - WilderRedbeard |

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

Olenjack, the Measured |

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
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.
Middle of Deck (Unknown Order): Delve
Recharged: Steel Ibis Lamellar, Old Salt,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
[X] Weapons
POWERS:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.
ADDITIONAL REWARDS:
5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Enora WotR-EmpTyger |

(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.
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)
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

BR Mork |
During This Adventure: 5-6: Clashing Tides
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under yournew ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
During This Scenario: 5-6F: Dream Duel
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.
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.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Monster 2
Traits
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 4
Traits
Giant
Cyclops
Check
Combat
22
Powers
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Monster 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Monster B
Traits
Human
Warrior
Veteran
Check
Combat
8
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier B
Traits
Cache
Lock
Veteran
Check
Strength
Melee
10
OR
Dexterity
Disable
9
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 1
Traits
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 C
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 4
Traits
Trap
Magic
Check
Wisdom
Divine
14
Powers
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Weapon 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
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 3
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Weapon 2
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Weapon 6
Traits
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.
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 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 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
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 B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 5
Traits
Shield
Magic
Check
Constitution
Fortitude
10
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 4
Traits
Light Armor
Magic
Aquatic
Swashbuckling
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Item 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 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 B
Traits
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Item 6
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
Item 4
Traits
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.
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
Traits
Human
Fighter
Pirate
Check
Charisma
Diplomacy
7
Powers
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. You may not use this power more than once per turn.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Traits
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 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 2
Traits
Animal
Pirate
Check
Wisdom
Survival
8
Powers
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Hshurha
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Traits
Divine
Asmodeus
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
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.
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.
Ally 4
Traits
Human
Aristocrat
Captain
Pirate
Check
Intelligence
Knowledge
8
THEN
Charisma
Diplomacy
11
Powers
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Henchman Monster 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.
Monster 5
Traits
Animal
Aquatic
Check
Combat
20
Powers
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Henchman Monster 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
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.
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.
Barrier B
Traits
Skirmish
Veteran
Check
Strength
Melee
Dexterity
5
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Barrier 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

Maznar - Chthonicthul |

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.
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:
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 - WilderRedbeard |

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:
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.
Recharge Moose to explore:
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.
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.
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:
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.
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
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.
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.
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
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
Melee: Strength +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 ( [ X ] +1) and that card's traits to your combat check.
At the end of your turn, you may examine the top ( [ X ] or bottom) card of your location deck.
You may reveal an ally that has the Animal trait to add 1d4 ( [X] +1)( [X]+2) to your check.

Olenjack, the Measured |

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
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 ⇒ (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.
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"

Enora WotR-EmpTyger |

(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
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
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
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)
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)
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

skizzerz - Jirelle |

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!

Enora WotR-EmpTyger |

(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...

BR Mork |
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:
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

Enora WotR-EmpTyger |

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.
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 [] +4Powers:
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 [] 6Hero points: 12

Olenjack, the Measured |

(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.