[OutPost II][ACG] BR skizzerz's Season of Tapestry's Tides

Game Master Akaitora

6-BC: Society of the Veil | Hands/Loot Tracker
Turn Order:
1. Korundo/morph147
2. Damiel/Matsu Kurisu
3. Amli/Akaitora
4. Radovan/grimsnik


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Korundo Deck Handler

Advance the blessing deck to reveal Blessing of the Gods

At start of turn Leryn examines the top of the location deck to find a Leather Armor

Spoiler:

Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Mmmmm with this pirate haunt I am a little worried about combat, I better protect myself a bit [occ]Korundo changes his power feat to add 1d4 on your check that involved the animal trait.[/ooc]

Explore to reveal Leather Armor. Constitution 2+1: 1d10 ⇒ 8 aquired

Discard Blessing of the Ancients 2 to examine the top of the location deck. Then I may choose to explore again. Since the top of the Blessing Deck has the basic trait, the Blessing of the Ancients 2 is recharged instead.

The Examining of the top of the location deck reveals a Crab Swarm

Crab Swarm
Monster C
Traits: Animal Aquatic Swarm Basic
To Defeat: Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Korundo feels brave. Lets fight this thing

Reveal Fox so Korundo can use his Survival+1d6 and add the animal and melee traits. Since his check has the animal trait, add another 1d4. Since he did not play any cards that have the attack trait, he will use enchanted fang which will give him another 1d4.

Combat 8+1: 1d8 + 1d6 + 1d4 + 1d4 ⇒ (5) + (5) + (3) + (2) = 15 Forgot to add the plus 2 since survival is Wisdom+2. so this is actually a 17

Crab Swarm requires a second roll to defeat.
Combat 8+1: 1d8 + 2 + 1d6 + 1d4 + 1d4 ⇒ (3) + 2 + (1) + (1) + (2) = 9

Korundo defeats his crab swarm.

Recharge Enchanted Fang using Divine skill Divine 8+1: 1d8 + 3 ⇒ (8) + 3 = 11
Enchanted Fang is recharged

Given the fact there should only be a spell, barrier, and the enemy ship left in the deck, and I really want some different cards in my hand, I am going to choose not to have Leryn examine the top two cards and reset my hand. Draws a Blessing of the Ancients 1 and a Desna's star.

"

Korundo wrote:

Hand: Fox, Blessing of the Ancients 1, (aq) Leather Armor, Desna's Star,

Displayed: Leryn, Pirate shade haunt,
Deck: 12 Discard: 1 Buried: 0
Notes: current power feat activated: add 1d4 to checks that involve the animal trait. Do not use Fox. Save Blessing of the Ancients for a free explore action.

Sideboard cards:

Skills and Powers:
Skills:
Strength: d10 □ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 □ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 □ +1 □ +2 □ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2

Favored Card: Ally or Spell
Hand Size: 4 □5 □6

Proficient with: Light Armors □Heavy Armors Weapons

Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number.)
□Add 1d4 to your check that invokes the Animal Trait

Cohorts:
Leryn
Traits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


Upkeep: Encountored the Leather Armor and aquired it. I encountered the Crab Swarm and defeated it.

@all need to fight the Crab Swarm.

"

Dark Archive

Deck handler link

Damiel - Crab Swarm fight

Crab swarm: Combat 8, Reroll the dice
Reveal Hand Crossbow 1d12+1d6
combat 8: 1d12 + 1d6 ⇒ (5) + (6) = 11
combat 8 Reroll: 1d12 + 1d6 ⇒ (6) + (5) = 11 - Success
Wow! Dice swapped for same number

Damiel wrote:

Hand: , Acid Flask, Hand Crossbow, ac Alchemist's Fire, , ,

Displayed: , , , , , ,
Deck: 7 Discard: 3 Buried: 2
Notes:

Skills and Powers:
SKILLS

Strength d4 +0
Dexterity d12 +0
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +0
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0

Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons

POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check).

Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE


Deck Handler; Upgrades Weapons>Allies>Blessings Str 1d8+2; Dex 1d8+2 (Disable Device Dex+2, Stealth Dex+2); Con 1d8; Int 1d4; Wis 1d6 (Perception Wis +2); Cha 1d8+1 (Diplomacy Cha +2)

OOT healing- Cards healed: 3d6 ⇒ (4, 6, 6) = 16 re-roll extra 6: 1d4 ⇒ 3 Compass, Alaeron, Amadi.

Combat 8: 1d8 + 1d6 + 1d4 + 2 + 2d6 ⇒ (6) + (3) + (3) + 2 + (3, 1) = 18
Combat 8: 1d8 + 1d6 + 1d4 + 2 + 2d6 ⇒ (2) + (6) + (2) + 2 + (4, 4) = 20
Revealing Kama, banishing Water Elemental for additional 2d6 damage, using power to increase combat by 1d4.

Radovan wrote:

Hand: Emissary, Blessing of the Samurai, Thieve's Tools, Kama, Blessing of the Gods,

Displayed: Fell Viridio- Reefclaw (1),
Deck: 7 Discard: 3 Buried: 1
Notes: T-shirt Re-roll: Available; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [ ] +1 [ ]+2 [ ]+3 [ ]+4
Disable:Dexterity +2
Stealth:Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ]6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison
trait or when you are dealt Poison damage, you may display a monster
from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2
and the Poison trait; you may additionally banish a card displayed next
to this card to add another 2d6 plus that card's adventure deck number.
"


֍ Deck Handler ֍ Looking for: Weapon > Armor > Spell

Out of one of the wrecks a swarm of crabs climbs atop the ship. "I guess I'm on sweep duty today, uh mateys!?"

Revealing my hammer for the combat check.

CtD Combat, Melee 8: 1d8 + 1d6 + 3 ⇒ (6) + (3) + 3 = 12
CtD Combat, Melee 8: 1d8 + 1d6 + 3 ⇒ (8) + (4) + 3 = 15

"At least we'll have a nice dinner tonight!"


Deck Handler (pregen). Sorcerer + UM.

Turn 11 Crab Swarm: Character power to discard for combat check. Discarding Black Spot.[/b]

Crab Swarm, Combat 8: 1d12 + 2 + 1d6 ⇒ (5) + 2 + (5) = 12.
Crab Swarm, Combat 8: 1d12 + 2 + 1d6 ⇒ (10) + 2 + (5) = 17. Defeated.

"Amli: indeed! Ever had Conqueror's Bay crab? Wonderful with butter, though not as good as reefclaw."


Korundo Deck Handler

missing structural damage from the start of my turn

Survival 5+1: 1d8 + 2 ⇒ (5) + 2 = 7 Success


During This Adventure: Your ship is Feathered Devil.

During This Scenario: All characters start at the Fog Bank and cannot move, except when moved by the power below.
At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
To win, close all locations.

Party Ship: Mistmourn (-2 Structural damage, flip hourglass to evade a bane)
Displayed by Korundo: Pirate Shade Haunt (increases DC of all checks by 1, or by 2 if it has the Swashbuckling trait)

Siezed Ships:

When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

Radovan/grimsnik
5-1A: Mistmourn

Additional Rules:

Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.

Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new 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.

When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

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.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)

Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types

Story Banes:

Enemy Ship (Henchman)
Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Loot:

As you unlock loot as part of scenario rewards, their spoilers will be posted here for future reference.
Summons:

Buccaneer (Summon)
Spoiler:
Buccaneer
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.

Hirgenzosk (A Ship's Best Friend)

Spoiler:
Hirgenzosk
Henchman B
Type: Monster
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.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Grindylow (Summon)

Spoiler:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ruffian (Summon)

Spoiler:
Ruffian
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Skeletal Crew (Summon)

Spoiler:
Skeletal Crew
Henchman 1
Type: Monster
Traits: Undead Skeleton Veteran
To Defeat: Combat 8
The Skeletal Crew is immune to the Mental and Poison traits.
Before you act, each other character succeeds at a Combat check of 8 plus twice the scenario's adventure deck number or is dealt 1d4-1 Combat damage.
The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check has the Piercing or Slashing trait, the difficulty is increased by 4.
If defeated, you may immediately attempt to close the location this henchman came from.

Ships:

When encountering a random ship, roll and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.

Ship 1: Feathered Devil - Class 1

Spoiler:
Feathered Devil
Ship 1
Class 1
To Defeat: Charisma Diplomacy 5 OR Wisdom Survival 7
To Repair: Craft 4
When Encountering This Ship: You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding This Ship (Normal): When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding This Ship (Wrecked): When you would discard an ally for its power, bury it instead.

The Feathered Devil may not be the prettiest vessel sailing the seas, but she's got a deep hold, a solid mast, and a hard-working crew that adores her. That will take her a surprisingly long way.

Ship 2: Goblin Weidling - Class 0

Spoiler:
Goblin Weidling
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.

If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.

Ship 3: Merchantman - Class 0

Spoiler:
Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.

A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.

Ship 4: Shackles Pirate Ship - Class 0

Spoiler:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): 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.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.

Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.

Ship 5: Man's Promise - Class 1

Spoiler:
Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.

The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.

Ship 6: Truewind - Class 1

Spoiler:
Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.

When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.

Ship 7: Sea Chanty - Class 3

Spoiler:
Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.

This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.

Ship 8: Mistmourn - Class 5

Spoiler:
Mistmourn
Ship P
Class 5
To Defeat: Dexterity Acrobatics 11 OR Wisdom Survival 9
To Repair: Craft 7
When Encountering This Ship: If any character would discard cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
When Commanding This Ship (Wrecked): Whenever you banish cards, banish 1 additional card from your hand.

The Mordant Spire elves speak in hushed tones of a dragon ship that ransacked many treasures of lore. Word is that an elven armada sank the beast, but word is often unreliable in the Shackles.

Ship 9: Wormwood - Class 5

Spoiler:
Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
To Repair: Craft 8
When Encountering This Ship: The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding This Ship (Wrecked): At the start of your turn, banish this card and exchange it for the ship Merchantman.

Barnabas Harrigan's flagship is infamous throughout the Shackles for its ability to slip away from the watchful Chelish navy, but rumblings of mutiny are common within Harrigan's crew.

Ship 10: Dominator - Class 6

Spoiler:
Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
To Repair: Craft 7
When Encountering This Ship: 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 This Ship (Normal): You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding This Ship (Wrecked): Remove the Swashbuckling trait from all of your checks.

This huge warship flies the colors of the Empire of Cheliax. With a company of marines mustered on deck, the Dominator is home to pirate hunter Kyan Kain, the scourge of scourges everywhere.

Ship 11: Magpie Princess - Class 6

Spoiler:
Magpie Princess
Ship P
Class 6
To Defeat: Dexterity Disable 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location must bury a card.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
When Commanding This Ship (Wrecked): At the start of your turn, roll 1d4; on a 1, bury a card.

Years ago, Captain Lanteri discovered the location of a legendary treasure. A recent mutiny lead by his wife, Varcossa Lanteri, has left both this ship and his secret under new ownership.


Acquired Cards:

Alchemist's Fire (Item C)
Spoiler:
Alchemist's Fire
Item C
Traits: Liquid Attack Fire Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Besmaran Priest (Ally C)

Spoiler:
Besmaran Priest
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
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.

Buckler (Armor B)

Spoiler:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Leather Armor (Armor B)

Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Plunder:

1. Spell
2. Item
3. Spell

(BR Only)

Spoiler:

AEs9/XXm/GAC4dMywBBwUz7OxInBw0lqA/6BdTriJE1aIMxVz8V9Zo4DDGM1z8q0wSmFFgIhvSA Y3kC/KmsjFbA9givHGuR4lz9TZ0x28J9ZimuwmZHZR81pO4F6HiFqwGtr0g==

Random Monsters:

Monster 1
Spoiler:
Giant Rock Crab
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Monster 2

Spoiler:
Shackles Pirate
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Monster 3

Spoiler:
Tiger Shark
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 11
The Tiger Shark may not be evaded.

Monster 4

Spoiler:
Owlbeartross
Monster P
Traits: Aberration
To Defeat: Combat 13 THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.

Monster 5

Spoiler:
Giant Moray Eel
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Random Barriers:

Barrier 1
Spoiler:
Ambush
Barrier B
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 2

Spoiler:
Hull Damage
Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

Barrier 3

Spoiler:
Illusory Wall
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Barrier 4

Spoiler:
Harpoon Trap
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Barrier 5

Spoiler:
Goblin Keelhaulin'
Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

Random Weapons:

Weapon 1
Spoiler:
Tidewater Cutlass +1
Weapon 1
Traits: Sword Melee Slashing Finesse Swashbuckling Magic Elite
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

Weapon 2

Spoiler:
Pistol
Weapon B
Traits: Firearm Ranged Piercing Swashbuckling Basic
To Acquire: Dexterity Ranged Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.

Weapon 3

Spoiler:
Light Crossbow
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Weapon 4

Spoiler:
Main-Gauche
Weapon B
Traits: Knife Melee Piercing Finesse Offhand Swashbuckling Elite
To Acquire: Strength Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

Weapon 5

Spoiler:
Harpoon
Weapon C
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Random Spells:

Spell 1
Spoiler:
Cure
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Magic Weapon
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the 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 6 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
Confusion
Spell B
Traits: Magic Arcane Divine Mental Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
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 8 check to recharge this card instead of discarding it.

Spell 4

Spoiler:
Aid
Spell B
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Phantasmal Minion
Spell C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to give a card to another character at any location.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
Fortified Leather Armor
Armor 1
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude 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 2

Spoiler:
Magic Chain Shirt
Armor B
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Magic Leather Armor
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 5

Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Random Items:

Item 1
Spoiler:
Emerald of Dexterity
Item B
Traits: Object Magic
To Acquire: Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.

Item 2

Spoiler:
Conch Shell
Item B
Traits: Object Aquatic Basic
To Acquire: Wisdom Perception 5
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

Item 3

Spoiler:
Potion of Fortitude
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.

Item 4

Spoiler:
Pearl of Wisdom
Item B
Traits: Object Magic
To Acquire: Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Item 5

Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Random Allies:

Ally 1
Spoiler:
Cabin Boy
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 4
Recharge this card to add 1d4 to your non-combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 2

Spoiler:
Heartbreak Hinsin
Ally B
Traits: Human Aristocrat Pirate
To Acquire: Dexterity Disable 4 THEN Charisma Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 3

Spoiler:
Lookout
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ally 4

Spoiler:
Chanty Singer
Ally B
Traits: Half-Elf Bard Elite
To Acquire: Charisma Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.

Ally 5

Spoiler:
Boatswain
Ally B
Traits: Dwarf Pirate Basic
To Acquire: Charisma Diplomacy 9
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Random Blessings:

Blessing 1
Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 2

Spoiler:
Blessing of Cayden Cailean
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3

Spoiler:
Blessing of Gozreh
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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

Spoiler:
Blessing of Besmara
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Turn: 12 Damiel/Matsu Kurisu
Top of Blessing Discard Pile:

Blessing of Erastil:
Blessing of Erastil
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 18

Blessings Deck Cards/Turn Order:

Blessings Deck Card 12 - Turn 13 Amli/Akaitora

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 - Turn 14 Seoni/Morbus Iff

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 14 - Turn 15 Radovan/grimsnik

Spoiler:
Blessing of Sivanah
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 - Turn 16 Korundo/morph147

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 - Turn 17 Damiel/Matsu Kurisu

Spoiler:
Blessing of Erastil
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 - Turn 18 Amli/Akaitora

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 18 - Turn 19 Seoni/Morbus Iff

Spoiler:
Blessing of Erastil
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 - Turn 20 Radovan/grimsnik

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 - Turn 21 Korundo/morph147

Spoiler:
Blessing of Sivanah
Blessing C
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 - Turn 22 Damiel/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 22 - Turn 23 Amli/Akaitora

Spoiler:
Blessing of Achaekek
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 - Turn 24 Seoni/Morbus Iff

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 24 - Turn 25 Radovan/grimsnik

Spoiler:
Blessing of Erastil
Blessing C
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 26 Korundo/morph147

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 26 - Turn 27 Damiel/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 27 - Turn 28 Amli/Akaitora

Spoiler:
Blessing of Besmara
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 28 - Turn 29 Seoni/Morbus Iff

Spoiler:
Blessing of Cayden Cailean
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 29 - Turn 30 Radovan/grimsnik

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Fog Bank
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Tempest Cay
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shipwreck Graveyard
At This Location (Open): At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
At This Location (Closed): No effect.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, Damiel/Matsu Kurisu, Korundo/morph147, Radovan/grimsnik, Seoni/Morbus Iff

Shipwreck Graveyard Card 1:
Rage
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. 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.
Shipwreck Graveyard Card 2:
Man Overboard
Barrier B
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Shipwreck Graveyard Card 3:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.

Coastline
At This Location (Open): If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Coastline Card 1:
Mercenary
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Coastline Card 2:
Aid
Spell B
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
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.
Coastline Card 3:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Coastline Card 4:
Cloth Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Coastline Card 5:
Sea Drake
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
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.
Coastline Card 6:
Parrot
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Coastline Card 7:
Chain Mail
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Coastline Card 8:
Blunderbuss
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Coastline Card 9:
Treasure Hunt
Barrier C
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
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.
Coastline Card 10:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.

Pinnacle Atoll
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Pinnacle Atoll Card 1:
Large Chest
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
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.
Pinnacle Atoll Card 2:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Pinnacle Atoll Card 3:
Crab Swarm
Monster B
Traits: Animal Aquatic Swarm Basic
To Defeat: Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
Pinnacle Atoll Card 4:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
Pinnacle Atoll Card 5:
Illusory Wall
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
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.
Pinnacle Atoll Card 6:
Shackles Pirate
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
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.
Pinnacle Atoll Card 7:
Jinx Eater
Ally B
Traits: Tengu Assassin Basic
To Acquire: Charisma Diplomacy 8
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
Pinnacle Atoll Card 8:
Taking on Water
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Pinnacle Atoll Card 9:
Blessing of Gozreh
Blessing C
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Pinnacle Atoll Card 10:
Tot Flask
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
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.

Rocky Cliff
At This Location (Open): At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Rocky Cliff Card 1:
Man Overboard
Barrier C
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Rocky Cliff Card 2:
Dire Rat
Monster B
Traits: Animal Basic
To Defeat: Combat 8 OR Dexterity Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Rocky Cliff Card 3:
Giant Frog
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Rocky Cliff Card 4:
Pirate Hunting
Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.
Rocky Cliff Card 5:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
Rocky Cliff Card 6:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Rocky Cliff Card 7:
Barroom Brawl
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
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.
Rocky Cliff Card 8:
Throwing Axe
Weapon B
Traits: Axe Ranged Slashing Elite
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Rocky Cliff Card 9:
Arcane Armor
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Rocky Cliff Card 10:
Alchemical Glue
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Dark Archive

Deck handler link

Turn Order
Koundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff, Radovan/grimsnik

Blessing = Blessing of Erastil

Start of Turn
At: Shipwreck Graveyard
Wisdom 1d6
Wisdom 5 Structural: 1d6 ⇒ 3 - Failed. Structural damage: 1d4 - 2 ⇒ (3) - 2 = 1 - Discard Hand Crossbow
Give: No
Move: No

Free Explore = 1: Rage, Spell 1, Intelligence 6
Intelligence 1d10, Radovans Blessing of the Gods +1d10
Intelligence 6: 1d10 + 1d10 ⇒ (1) + (1) = 2 - Duh! This is a spell 1 so I am going for it. Used Paizo reroll
Intelligence 6: 1 + 1d10 ⇒ 1 + (9) = 10- Yup. Got it this time!

End of Turn
Draw up Boomerang, Blessing of the Quartermaster 2

Summary
Location = Shipwreck Graveyard
Acquired = 1: Rage
Banished =
Examined =
From Box =
Displayed =

plunder =
Give =
Used = Radovans Blessing of the Gods

Other =

Damiel wrote:

Hand: Acid Flask, ac Alchemist's Fire, ac Rage, Boomerang, Blessing of the Quartermaster 2, ,

Displayed: , , , , , ,
Deck: 6 Discard: 4 Buried: 2
"Notes: Rage: Allows you to bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. Use if you need it
BoQuartermaster: +1d all checks. Recharges on non combat. Prefer to use on that."

Skills and Powers:
SKILLS

Strength d4 +0
Dexterity d12 +0
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +0
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0

Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons

POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check).

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


֍ Deck Handler ֍ Looking for: Weapon > Armor > Spell

Starting Amli's turn under Blessing of Gorum.

"Swarming crabs, perilous coasts, this adventure has everything. All it needs is some undead pirates, and would you look at the time? I'd say it's high time for some sea combat."

Exploring to encounter Card 1= Man Overboard. Amli definitely needs help with this. She will discard a Blessing of the Gods. She also asks Damiel to recharge Blessing of the Quartermaster[b] to add a die, and [b]Radovan to discard Blessing of the Gods to add a die. Wish me luck!

CtD Dexterity 7: 4d4 ⇒ (1, 2, 4, 4) = 11

A sudden impact with a piece of wreckage almost sends a number of them flying overboard, but everyone manages to hold on. The last thing they need is a man overboard in these waters.

I could explore again, but I'd be ill-suited to encounter Enemy Ship. I'll end my turn here.

Amli wrote:

Hand: Greatsword, Mattock, Hammer, Blessing of the Gods 1,

Displayed:
Deck: 8 Discard: 4 Buried: 0
"Notes: -When you play a weapon or armor in your check, feel free to display a number of Amli's blessings to add 1 per Blessing revealed.
-You can use Amli's Blessings on checks to defeat henchmen or checks to close without asking. Please ask otherwise."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 ☑+1 ☐+2 ☐+3 ☐+4
Melee: Strength +2
Dexterity d4 ☐+1
Constitution d10 ☐+1 ☐+2 ☐+3 ☐+4
Fortitude: Constitution +2
Craft: Constitution +1
Intelligence d4 ☐+1
Wisdom d10 ☐+1 ☐+2 ☐+3 ☐+4
Divine: Wisdom +1
Charisma d6 ☐+1

Favored Card: Weapon or Armor
Hand Size 4 ☐5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 ( ☐2) to that check. Before you reset your hand ( ☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, he may recharge a random weapon or armor ( ☐ or a card of a type of your choice) for his discard pile.

Dark Archive

Deck handler link

Damiel - out of turn update

Recharge Blessing of the Quartermaster 2 for Amli

Damiel wrote:

Hand: Acid Flask, ac Alchemist's Fire, ac Rage, Boomerang, , ,

Displayed: , , , , , ,
Deck: 7 Discard: 4 Buried: 2
Notes: Rage: Allows you to bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. Use if you need it

Skills and Powers:
SKILLS

Strength d4 +0
Dexterity d12 +0
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +0
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0

Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons

POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check).

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


Deck Handler (pregen). Sorcerer + UM.

Turn 14 Seoni/Morbus Iff, under Blessing of the Gods.
Turn order: Koundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff, Radovan/grimsnik

I know the Enemy Ship is coming up. Looking over the random ship list, there's very few I could defeat, I've no blessings, and all my cards are for non-combat usage. As such, I'm not going to explore this turn, and will discard a card during reset to increase the chance of getting a Blessing for use on Radovan's turn, since they're all out too. That'll give me 5 cards in my discard.

Recharge Besmaran Priest (A1) to add 1d6 to non-combat Wisdom (83%).
Shipwreck Graveyard, Wisdom 5: 1d6 + 1d6 ⇒ (4) + (1) = 5: Success.

"I... I think I ate too many crabs. Can we stop... rocking.... the shi... "

During reset, discard Jinx Eater. Draw three cards.

Blessing of Pharasma now available.

Morbus > PACG > Seoni 1 wrote:

Hand: Caltrops, Confusion, Blessing of Pharasma, Sage, Codex, Guide,

Displayed:
Deck: 5 Discard: 5 Buried: 0
Notes: Blessing is available for use.
Sideboard:

Skills, Powers, and Perks:
Strength d4 ☐+1 ☐+2
Dexterity d6 ☐+1 ☐+2
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
• Knowledge: Intelligence +2
Wisdom d6 ☐+1 ☐+2
Charisma d12 ☐+1 ☐+2 ☐+3 ☐+4
• Arcane: Charisma +2
• Diplomacy: Charisma +1

Traits: Female, Human, Sorcerer

Powers:
Hand Size 6 ☐7
¶ For your combat check, you may discard a card to use your Arcane skill + 1d6 (☐+1) (☐+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
¶ Add 2 (☐4) to your check to acquire a boon that has the Magic trait.

Perks:
¶ (Accessory:) Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
¶ (Character Mat:) Once per scenario, at the start of your turn, you can discard a card to draw a card.

Cards List:
Favored Card Type: Spell
Weapon: — ☐1
Spell: 3 ☐4 ☐5 ☐6
Armor:
Item: 3 ☐4 ☐5 ☐6
Ally: 4 ☐5
Blessing: 5 ☐6 ☐7


Doing Amli's start of turn check

Wisdom 5 Structural: 1d10 ⇒ 7 - Success. No damage


Deck Handler; Upgrades Weapons>Allies>Blessings Str 1d8+2; Dex 1d8+2 (Disable Device Dex+2, Stealth Dex+2); Con 1d8; Int 1d4; Wis 1d6 (Perception Wis +2); Cha 1d8+1 (Diplomacy Cha +2)

Blessing Deck flip- Blessing of Sivanah.

Out of turn discarding Blessing of the Gods to assist Damiel's check.

SOT Wisdom check: 1d6 ⇒ 3 Structural Damage: 1d4 ⇒ 3
Ship reduces two points of damage. Koundo handles the last point of damage.

Radovan spots a group of skeletons boarding the Mistmourn. Radovan leaps and kicks at the lead undead. Combat 10: 1d8 + 2d4 ⇒ (5) + (4, 2) = 11
Radovan will be the primary attacker on the Skeletal Crew while everyone else will need to do the Combat 10 or take 1d4-1 damage.

As he kicks the head off the skeleton, Radovan notices the Wormwood move in. Random Ship: 1d11 ⇒ 9

Waiting for everyone's BYA checks to continue on.


Korundo Deck Handler

Out of turn discarding (aq) Leather Armor for the structural damage

Korundo irritated at more Skeletons jumps at the attack. He reveals Fox, to use his Survival trait + 1d6 and add the animal and melee trait. Since his check involves the animal trait, he will add a 1d4. Since Korundo can not afford anymore Haunts, he will discard his blessing of the Ancients 1 to add another 1d8

Combat 10+1: 1d8 + 2 + 1d6 + 1d4 + 1d8 ⇒ (5) + 2 + (6) + (3) + (4) = 20 (successful)

"

Korundo wrote:

Hand: Fox, Desna's Star,

Displayed: Leryn, Pirate shade haunt,
Deck: 12 Discard: 3 Buried: 0
Notes: current power feat activated: add 1d4 to checks that involve the animal trait. Do not use Fox. Save Blessing of the Ancients for a free explore action.

Sideboard cards:

Skills and Powers:
Skills:
Strength: d10 □ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 □ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 □ +1 □ +2 □ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2

Favored Card: Ally or Spell
Hand Size: 4 □5 □6

Proficient with: Light Armors □Heavy Armors Weapons

Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number.)
□Add 1d4 to your check that invokes the Animal Trait

Cohorts:
Leryn
Traits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.



Posting Wormwood and Skeletal Crew spoilers for easier reference. I'll get an update out once this encounter is fully resolved, although I'm going to sleep soon so it may not be until morning.

Wormwood:
Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
To Repair: Craft 8
When Encountering This Ship: The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding This Ship (Wrecked): At the start of your turn, banish this card and exchange it for the ship Merchantman.

Barnabas Harrigan's flagship is infamous throughout the Shackles for its ability to slip away from the watchful Chelish navy, but rumblings of mutiny are common within Harrigan's crew.

Skeletal Crew:
Skeletal Crew
Henchman 1
Type: Monster
Traits: Undead Skeleton Veteran
To Defeat: Combat 8
The Skeletal Crew is immune to the Mental and Poison traits.
Before you act, each other character succeeds at a Combat check of 8 plus twice the scenario's adventure deck number or is dealt 1d4-1 Combat damage.
The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check has the Piercing or Slashing trait, the difficulty is increased by 4.
If defeated, you may immediately attempt to close the location this henchman came from.


֍ Deck Handler ֍ Looking for: Weapon > Armor > Spell

During Radovan's turn, Amli needs to succeed at a Combat 10 check.

She will reveal her hammer for it.

BYA effect, Combat, Melee 10: 1d8 + 1d6 + 4 ⇒ (7) + (1) + 4 = 12

Made it!

Dark Archive

Deck handler link

During Radovan's turn, Skeleton Crew BYA Combat 10
Recharge ac Alchemist's Fire 1d12+2d6

combat 10: 1d12 + 2d6 ⇒ (2) + (3, 5) = 10 - Success

Damiel wrote:

Hand: Acid Flask, Boomerang, ac Rage, , , ,

Displayed: , , , , , ,
Deck: 8 Discard: 4 Buried: 2
Notes: Rage: Allows you to bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. Use if you need it

Skills and Powers:
SKILLS

Strength d4 +0
Dexterity d12 +0
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +0
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0

Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons

POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check).

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


Deck Handler (pregen). Sorcerer + UM.

Turn 15 Skeletal Crew BYA Combat 10:

Discard Guide for character power combat check.
Skeletal Crew BYA Combat 10: 1d12 + 2 + 1d6 ⇒ (11) + 2 + (5) = 18: Success

Morbus > PACG > Seoni 1 wrote:

Hand: Caltrops, Confusion, Blessing of Pharasma, Sage, Codex,

Displayed:
Deck: 5 Discard: 6 Buried: 0
Notes: Blessing is available for use.
Sideboard:

Skills, Powers, and Perks:
Strength d4 ☐+1 ☐+2
Dexterity d6 ☐+1 ☐+2
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
• Knowledge: Intelligence +2
Wisdom d6 ☐+1 ☐+2
Charisma d12 ☐+1 ☐+2 ☐+3 ☐+4
• Arcane: Charisma +2
• Diplomacy: Charisma +1

Traits: Female, Human, Sorcerer

Powers:
Hand Size 6 ☐7
¶ For your combat check, you may discard a card to use your Arcane skill + 1d6 (☐+1) (☐+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
¶ Add 2 (☐4) to your check to acquire a boon that has the Magic trait.

Perks:
¶ (Accessory:) Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
¶ (Character Mat:) Once per scenario, at the start of your turn, you can discard a card to draw a card.

Cards List:
Favored Card Type: Spell
Weapon: — ☐1
Spell: 3 ☐4 ☐5 ☐6
Armor:
Item: 3 ☐4 ☐5 ☐6
Ally: 4 ☐5
Blessing: 5 ☐6 ☐7


Deck Handler; Upgrades Weapons>Allies>Blessings Str 1d8+2; Dex 1d8+2 (Disable Device Dex+2, Stealth Dex+2); Con 1d8; Int 1d4; Wis 1d6 (Perception Wis +2); Cha 1d8+1 (Diplomacy Cha +2)

Seeing the horde of skeletons destroyed Radovan takes a running start to leap onto the WormwoodAcrobatics 11: 3d8 ⇒ (1, 1, 5) = 7 Discarding Radovan's Blessing of the Samurai and Seoni's Blessing of Pharasma Re-rolling one of the 1s: 1d8 + 6 ⇒ (8) + 6 = 14 Using Promotional Shirt re-roll

Radovan stumbles at first but is able to recover and land on the ship.
He searches the empty cabins and finds a scroll case. Plunder: 1d6 ⇒ 2

Radovan leaps back to the Mistmourn with case in hand.

Closing Structural damage: 1d4 ⇒ 1 Ship prevents the point of damage.

EOT- Move to Random Location: 1d3 ⇒ 3Rocky Cliff

Reset Hand

Radovan wrote:

Hand: Emissary, Blessing of the Elements, Thieves' Tools, Kama, Rapier,

Displayed: Fell Viridio- Reefclaw (1),
Deck: 4 Discard: 5 Buried: 1
Notes: T-shirt Re-roll: used; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [ ] +1 [ ]+2 [ ]+3 [ ]+4
Disable:Dexterity +2
Stealth:Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ]6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison
trait or when you are dealt Poison damage, you may display a monster
from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2
and the Poison trait; you may additionally banish a card displayed next
to this card to add another 2d6 plus that card's adventure deck number.
"


During This Adventure: Your ship is Feathered Devil.

During This Scenario: All characters start at the Fog Bank and cannot move, except when moved by the power below.
At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
To win, close all locations.

Party Ship: Mistmourn (-2 Structural damage, flip hourglass to evade a bane)
Displayed by Korundo: Pirate Shade Haunt (increases DC of all checks by 1, or by 2 if it has the Swashbuckling trait)

Siezed Ships:

When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

Radovan/grimsnik
5-1A: Mistmourn

Additional Rules:

Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.

Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new 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.

When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

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.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)

Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types

Story Banes:

Enemy Ship (Henchman)
Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Loot:

As you unlock loot as part of scenario rewards, their spoilers will be posted here for future reference.
Summons:

Buccaneer (Summon)
Spoiler:
Buccaneer
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.

Hirgenzosk (A Ship's Best Friend)

Spoiler:
Hirgenzosk
Henchman B
Type: Monster
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.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Grindylow (Summon)

Spoiler:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ruffian (Summon)

Spoiler:
Ruffian
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Skeletal Crew (Summon)

Spoiler:
Skeletal Crew
Henchman 1
Type: Monster
Traits: Undead Skeleton Veteran
To Defeat: Combat 8
The Skeletal Crew is immune to the Mental and Poison traits.
Before you act, each other character succeeds at a Combat check of 8 plus twice the scenario's adventure deck number or is dealt 1d4-1 Combat damage.
The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check has the Piercing or Slashing trait, the difficulty is increased by 4.
If defeated, you may immediately attempt to close the location this henchman came from.

Ships:

When encountering a random ship, roll and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.

Ship 1: Feathered Devil - Class 1

Spoiler:
Feathered Devil
Ship 1
Class 1
To Defeat: Charisma Diplomacy 5 OR Wisdom Survival 7
To Repair: Craft 4
When Encountering This Ship: You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding This Ship (Normal): When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding This Ship (Wrecked): When you would discard an ally for its power, bury it instead.

The Feathered Devil may not be the prettiest vessel sailing the seas, but she's got a deep hold, a solid mast, and a hard-working crew that adores her. That will take her a surprisingly long way.

Ship 2: Goblin Weidling - Class 0

Spoiler:
Goblin Weidling
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.

If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.

Ship 3: Merchantman - Class 0

Spoiler:
Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.

A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.

Ship 4: Shackles Pirate Ship - Class 0

Spoiler:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): 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.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.

Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.

Ship 5: Man's Promise - Class 1

Spoiler:
Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.

The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.

Ship 6: Truewind - Class 1

Spoiler:
Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.

When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.

Ship 7: Sea Chanty - Class 3

Spoiler:
Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.

This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.

Ship 8: Mistmourn - Class 5

Spoiler:
Mistmourn
Ship P
Class 5
To Defeat: Dexterity Acrobatics 11 OR Wisdom Survival 9
To Repair: Craft 7
When Encountering This Ship: If any character would discard cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
When Commanding This Ship (Wrecked): Whenever you banish cards, banish 1 additional card from your hand.

The Mordant Spire elves speak in hushed tones of a dragon ship that ransacked many treasures of lore. Word is that an elven armada sank the beast, but word is often unreliable in the Shackles.

Ship 9: Wormwood - Class 5

Spoiler:
Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
To Repair: Craft 8
When Encountering This Ship: The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding This Ship (Wrecked): At the start of your turn, banish this card and exchange it for the ship Merchantman.

Barnabas Harrigan's flagship is infamous throughout the Shackles for its ability to slip away from the watchful Chelish navy, but rumblings of mutiny are common within Harrigan's crew.

Ship 10: Dominator - Class 6

Spoiler:
Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
To Repair: Craft 7
When Encountering This Ship: 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 This Ship (Normal): You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding This Ship (Wrecked): Remove the Swashbuckling trait from all of your checks.

This huge warship flies the colors of the Empire of Cheliax. With a company of marines mustered on deck, the Dominator is home to pirate hunter Kyan Kain, the scourge of scourges everywhere.

Ship 11: Magpie Princess - Class 6

Spoiler:
Magpie Princess
Ship P
Class 6
To Defeat: Dexterity Disable 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location must bury a card.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
When Commanding This Ship (Wrecked): At the start of your turn, roll 1d4; on a 1, bury a card.

Years ago, Captain Lanteri discovered the location of a legendary treasure. A recent mutiny lead by his wife, Varcossa Lanteri, has left both this ship and his secret under new ownership.


Acquired Cards:

Alchemist's Fire (Item C)
Spoiler:
Alchemist's Fire
Item C
Traits: Liquid Attack Fire Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Besmaran Priest (Ally C)

Spoiler:
Besmaran Priest
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
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.

Buckler (Armor B)

Spoiler:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Leather Armor (Armor B)

Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Rage (Spell 1)

Spoiler:
Rage
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. 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.

Plunder:

1. Spell
2. Item
3. Spell
4. Spell

(BR Only)

Spoiler:

G8W9QMKRMtOASg2lAfDRrT7OxInBw0lqA/6BdTriJE1aIMxVz8V9Zo4DDGM1z8q0wSmFFgIhvSA Y3kC/KmsjFbA9givHGuR4lz9TZ0x28J9ZimuwmZHZR81pO4F6HiFqwGtr0pOIMOFHTapEZF/DDq cFAOe6mAQ=

Random Monsters:

Monster 1
Spoiler:
Pirate Captain
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Monster 2

Spoiler:
Cecaelia
Monster B
Traits: Merfolk Aquatic
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Monster 3

Spoiler:
Bilge Spider Swarm
Monster B
Traits: Animal Swarm Basic
To Defeat: Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.

Monster 4

Spoiler:
Tiger Shark
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 11
The Tiger Shark may not be evaded.

Monster 5

Spoiler:
Giant Moray Eel
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Random Barriers:

Barrier 1
Spoiler:
Barroom Brawl
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Barrier 2

Spoiler:
Harpoon Trap
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Barrier 3

Spoiler:
Ambush
Barrier B
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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

Spoiler:
Goose in the Rigging
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Barrier 5

Spoiler:
Treasure Hunt
Barrier B
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
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.

Random Weapons:

Weapon 1
Spoiler:
Shock Musket +1
Weapon 1
Traits: Firearm Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged Craft 11
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 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Weapon 2

Spoiler:
Shortbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Weapon 3

Spoiler:
Harpoon
Weapon C
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Weapon 4

Spoiler:
Whip
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 5

Spoiler:
Mace
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Random Spells:

Spell 1
Spoiler:
Confusion
Spell B
Traits: Magic Arcane Divine Mental Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
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 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Sphere of Fire
Spell 1
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3

Spoiler:
Holy Stone
Spell 1
Traits: Magic Divine Attack Ranged Elite
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
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

Spoiler:
Sphere of Fire
Spell 1
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5

Spoiler:
Obscure
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
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.

Random Armor:

Armor 1
Spoiler:
Chain Mail
Armor C
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 2

Spoiler:
Magic Leather Armor
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Magic Chain Shirt
Armor C
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Armor 5

Spoiler:
Magic Chain Shirt
Armor B
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, 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.

Random Items:

Item 1
Spoiler:
Archer's Bracers
Item 1
Traits: Accessory Magic Elite
To Acquire: Dexterity Ranged 7
Reveal this card to add 2 to your Ranged combat check.

Item 2

Spoiler:
Amulet of Fortitude
Item B
Traits: Accessory Magic Elite
To Acquire: Constitution Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Item 3

Spoiler:
Bracers of Protection
Item B
Traits: Accessory Magic Basic
To Acquire: Intelligence Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.

Item 4

Spoiler:
Onyx of Constitution
Item B
Traits: Object Magic
To Acquire: Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.

Item 5

Spoiler:
Eye Patch
Item C
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Random Allies:

Ally 1
Spoiler:
Lookout
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ally 2

Spoiler:
Captain
Ally B
Traits: Human Captain Pirate Basic
To Acquire: Constitution Fortitude 4 THEN Charisma Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 3

Spoiler:
Captain
Ally C
Traits: Human Captain Pirate Basic
To Acquire: Constitution Fortitude 4 THEN Charisma Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

Ally 4

Spoiler:
Snow Leopard
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Ally 5

Spoiler:
Old Salt
Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 2

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3

Spoiler:
Blessing of Besmara
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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

Spoiler:
Blessing of Erastil
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Turn: 16 Korundo/morph147
Top of Blessing Discard Pile:

Blessing of Abadar:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 14

Blessings Deck Cards/Turn Order:

Blessings Deck Card 16 - Turn 17 Damiel/Matsu Kurisu

Spoiler:
Blessing of Erastil
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 - Turn 18 Amli/Akaitora

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 18 - Turn 19 Seoni/Morbus Iff

Spoiler:
Blessing of Erastil
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 - Turn 20 Radovan/grimsnik

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 - Turn 21 Korundo/morph147

Spoiler:
Blessing of Sivanah
Blessing C
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 - Turn 22 Damiel/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 22 - Turn 23 Amli/Akaitora

Spoiler:
Blessing of Achaekek
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 - Turn 24 Seoni/Morbus Iff

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 24 - Turn 25 Radovan/grimsnik

Spoiler:
Blessing of Erastil
Blessing C
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 26 Korundo/morph147

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 26 - Turn 27 Damiel/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 27 - Turn 28 Amli/Akaitora

Spoiler:
Blessing of Besmara
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 28 - Turn 29 Seoni/Morbus Iff

Spoiler:
Blessing of Cayden Cailean
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 29 - Turn 30 Radovan/grimsnik

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Fog Bank
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Tempest Cay
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shipwreck Graveyard
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Coastline
At This Location (Open): If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Coastline Card 1:
Mercenary
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Coastline Card 2:
Aid
Spell B
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
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.
Coastline Card 3:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Coastline Card 4:
Cloth Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Coastline Card 5:
Sea Drake
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
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.
Coastline Card 6:
Parrot
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Coastline Card 7:
Chain Mail
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Coastline Card 8:
Blunderbuss
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Coastline Card 9:
Treasure Hunt
Barrier C
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
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.
Coastline Card 10:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.

Pinnacle Atoll
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Pinnacle Atoll Card 1:
Large Chest
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
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.
Pinnacle Atoll Card 2:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Pinnacle Atoll Card 3:
Crab Swarm
Monster B
Traits: Animal Aquatic Swarm Basic
To Defeat: Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
Pinnacle Atoll Card 4:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
Pinnacle Atoll Card 5:
Illusory Wall
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
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.
Pinnacle Atoll Card 6:
Shackles Pirate
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
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.
Pinnacle Atoll Card 7:
Jinx Eater
Ally B
Traits: Tengu Assassin Basic
To Acquire: Charisma Diplomacy 8
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
Pinnacle Atoll Card 8:
Taking on Water
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Pinnacle Atoll Card 9:
Blessing of Gozreh
Blessing C
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Pinnacle Atoll Card 10:
Tot Flask
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
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.

Rocky Cliff
At This Location (Open): At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, Damiel/Matsu Kurisu, Korundo/morph147, Radovan/grimsnik, Seoni/Morbus Iff

Rocky Cliff Card 1:
Man Overboard
Barrier C
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Rocky Cliff Card 2:
Dire Rat
Monster B
Traits: Animal Basic
To Defeat: Combat 8 OR Dexterity Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Rocky Cliff Card 3:
Giant Frog
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Rocky Cliff Card 4:
Pirate Hunting
Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.
Rocky Cliff Card 5:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
Rocky Cliff Card 6:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Rocky Cliff Card 7:
Barroom Brawl
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
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.
Rocky Cliff Card 8:
Throwing Axe
Weapon B
Traits: Axe Ranged Slashing Elite
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Rocky Cliff Card 9:
Arcane Armor
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Rocky Cliff Card 10:
Alchemical Glue
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.


Korundo Deck Handler

Start of turn: Top of blessing deck is Blessing of Abadar
-Rocky Cliff says may examine the top card of the location, if its a boon, put it on the bottom of the deck. Examines the top of the deck to see Man Overboard.

Man Overboard

Spoiler:
Barrier C
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Leryn chooses not to examine at the start of my turn.

Korundo chooses to keep the same power feat as before.

Explore: Korundo explores to encounter Man Overboard.

Currently waiting to hear from Akai about using the blessing of the gods. Once I get this info I will continue my turn.


Korundo Deck Handler

continuation of my turn

Attempting a Dex 7+1 check. Amli Discards his blessing of the gods to give an extra 2 die.

Dexterity 7+1: 3d6 ⇒ (3, 3, 6) = 12 Successful

With the fact this location will let us examine anyways, this is a waste of letting Leryn go and examine more. Plus if I give up my fox, then there is a possibility I have no way to fight if the ship comes up. So Korundo will end his turn.

End of turn: Korundo will recharge Desna's Star which allows him to recharge 1 random card from his discard pile, which will be (aq) Leather Armor.

Resets hand and draws Frilled Lizard, Blessing of the Ancients 1, and Crocodile Skin Armor.

"

Korundo wrote:

Hand: Fox, Frilled Lizard, Blessings of the Ancients 1, Crocodile Skin Armor,

Displayed: Leryn, Pirate shade haunt,
Deck: 11 Discard: 2 Buried: 0
Notes: current power feat activated: add 1d4 to checks that involve the animal trait. Do not use Fox. Save Blessing of the Ancients for a free explore action.

Sideboard cards:

Skills and Powers:
Skills:
Strength: d10 □ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 □ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 □ +1 □ +2 □ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2

Favored Card: Ally or Spell
Hand Size: 4 □5 □6

Proficient with: Light Armors □Heavy Armors Weapons

Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number.)
□Add 1d4 to your check that invokes the Animal Trait

Cohorts:
Leryn
Traits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


"

Upkeep notes: I used Amli Blessing of the Gods. I defeated the top card of Rocky Cliff and did not examine to know what is coming up (since the location does this naturally)

Dark Archive

Deck handler link

Turn Order
Koundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff, Radovan/@mikeo37

Blessing =

Start of Turn
At: Coastline
Give: Give ac Rage to Seoni
Move: No

Coastline Examine (2: Dire Rat, Monster B). Stays on top

Free Explore = 2: Dire Rat, Monster B, Combat 8
Reveal Boomerang 1d12+1d6
Combat 8: 1d12 + 1d6 ⇒ (10) + (3) = 13 - Banished

End of Turn
Discard Boomerang
Draw up Bladeguard, Blessing of the Quartermaster, Aklys, Cure 2

Summary
Location = Shipwreck Graveyard
Acquired =
Banished = 2: Dire Rat
Examined =
From Box =
Displayed =

plunder =
Give = Give ac Rage to Seoni
Used =

Other =

Damiel wrote:

Hand: Acid Flask, Bladeguard, Blessing of the Quartermaster, Aklys, Cure 2, ,

Displayed: , , , , , ,
Deck: 5 Discard: 5 Buried: 2
Notes: BoQuartermaster: +1d all checks. ONLY USE FOR NON COMBAT.

Skills and Powers:
SKILLS

Strength d4 +0
Dexterity d12 +0
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +0
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0

Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons

POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check).

Paizo Reroll USED
Play Mat Card Draw AVAILABLE

Dark Archive

Deck handler link

Damiel - Out of Turn. Start of Amli turn

Auto Recharge Cure 2 (Radovan) Heal 1d4+1: 1d4 + 1 ⇒ (1) + 1 = 2

Damiel wrote:

Hand: Acid Flask, Bladeguard, Blessing of the Quartermaster, Aklys, , ,

Displayed: , , , , , ,
Deck: 6 Discard: 5 Buried: 2
"Notes: BoQuartermaster: +1d all checks. ONLY USE FOR NON COMBAT.

"

Skills and Powers:
SKILLS

Strength d4 +0
Dexterity d12 +0
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +0
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0

Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons

POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check).

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


֍ Deck Handler ֍ Looking for: Weapon > Armor > Spell

Starting Amli's turn under Blessing of Erastil.

At the start of the turn, Amli examines the top card of Rocky Cliff. It's a Giant Frog. Amli explores to encounter Card 3: Giant Frog. It must be encountered by a random character.

Random character in alphabetical order: 1d5 ⇒ 3

Giant Frog must be encountered by Korundo. Regardless of the outcome, Amli is out of additional explores so she ends her turn. Before resetting her hand, she discards her Hammer.

Amli wrote:

Hand: Greatsword, Mattock, Strength, Chain mail,

Displayed:
Deck: 6 Discard: 6 Buried: 0
"Notes: -When you play a weapon or armor in your check, feel free to display a number of Amli's blessings or armors to add 1 per Blessing revealed.
-You can use Amli's Blessings on checks to defeat henchmen or checks to close without asking. Please ask otherwise.
-Use Strength freely to add 3 to your strength checks for a turn."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 ☑+1 ☐+2 ☐+3 ☐+4
Melee: Strength +2
Dexterity d4 ☐+1
Constitution d10 ☐+1 ☐+2 ☐+3 ☐+4
Fortitude: Constitution +2
Craft: Constitution +1
Intelligence d4 ☐+1
Wisdom d10 ☐+1 ☐+2 ☐+3 ☐+4
Divine: Wisdom +1
Charisma d6 ☐+1

Favored Card: Weapon or Armor
Hand Size 4 ☐5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 ( ☐2) to that check. Before you reset your hand ( ☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, he may recharge a random weapon or armor ( ☐ or a card of a type of your choice) for his discard pile.


Korundo Deck Handler

During Amli turn, Korundo fights giant frog. Reveals fox to use his survival+1d6 and add animal and melee trait. Since I am using my animal trait, add a 1d4.

9+1: 1d8 + 2 + 1d6 + 1d4 ⇒ (8) + 2 + (4) + (4) = 18 Success.

on my iPad, hard to copy over hand but nothing has changed from above.


During This Adventure: Your ship is Feathered Devil.

During This Scenario: All characters start at the Fog Bank and cannot move, except when moved by the power below.
At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
To win, close all locations.

Party Ship: Mistmourn (-2 Structural damage, flip hourglass to evade a bane)
Displayed by Korundo: Pirate Shade Haunt (increases DC of all checks by 1, or by 2 if it has the Swashbuckling trait)

Siezed Ships:

When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

Radovan/grimsnik
5-1A: Mistmourn

Additional Rules:

Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.

Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new 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.

When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

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.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)

Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types

Story Banes:

Enemy Ship (Henchman)
Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Loot:

As you unlock loot as part of scenario rewards, their spoilers will be posted here for future reference.
Summons:

Buccaneer (Summon)
Spoiler:
Buccaneer
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.

Hirgenzosk (A Ship's Best Friend)

Spoiler:
Hirgenzosk
Henchman B
Type: Monster
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.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Grindylow (Summon)

Spoiler:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ruffian (Summon)

Spoiler:
Ruffian
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Skeletal Crew (Summon)

Spoiler:
Skeletal Crew
Henchman 1
Type: Monster
Traits: Undead Skeleton Veteran
To Defeat: Combat 8
The Skeletal Crew is immune to the Mental and Poison traits.
Before you act, each other character succeeds at a Combat check of 8 plus twice the scenario's adventure deck number or is dealt 1d4-1 Combat damage.
The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check has the Piercing or Slashing trait, the difficulty is increased by 4.
If defeated, you may immediately attempt to close the location this henchman came from.

Ships:

When encountering a random ship, roll and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.

Ship 1: Feathered Devil - Class 1

Spoiler:
Feathered Devil
Ship 1
Class 1
To Defeat: Charisma Diplomacy 5 OR Wisdom Survival 7
To Repair: Craft 4
When Encountering This Ship: You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding This Ship (Normal): When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding This Ship (Wrecked): When you would discard an ally for its power, bury it instead.

The Feathered Devil may not be the prettiest vessel sailing the seas, but she's got a deep hold, a solid mast, and a hard-working crew that adores her. That will take her a surprisingly long way.

Ship 2: Goblin Weidling - Class 0

Spoiler:
Goblin Weidling
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.

If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.

Ship 3: Merchantman - Class 0

Spoiler:
Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.

A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.

Ship 4: Shackles Pirate Ship - Class 0

Spoiler:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): 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.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.

Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.

Ship 5: Man's Promise - Class 1

Spoiler:
Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.

The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.

Ship 6: Truewind - Class 1

Spoiler:
Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.

When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.

Ship 7: Sea Chanty - Class 3

Spoiler:
Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.

This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.

Ship 8: Mistmourn - Class 5

Spoiler:
Mistmourn
Ship P
Class 5
To Defeat: Dexterity Acrobatics 11 OR Wisdom Survival 9
To Repair: Craft 7
When Encountering This Ship: If any character would discard cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
When Commanding This Ship (Wrecked): Whenever you banish cards, banish 1 additional card from your hand.

The Mordant Spire elves speak in hushed tones of a dragon ship that ransacked many treasures of lore. Word is that an elven armada sank the beast, but word is often unreliable in the Shackles.

Ship 9: Wormwood - Class 5

Spoiler:
Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
To Repair: Craft 8
When Encountering This Ship: The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding This Ship (Wrecked): At the start of your turn, banish this card and exchange it for the ship Merchantman.

Barnabas Harrigan's flagship is infamous throughout the Shackles for its ability to slip away from the watchful Chelish navy, but rumblings of mutiny are common within Harrigan's crew.

Ship 10: Dominator - Class 6

Spoiler:
Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
To Repair: Craft 7
When Encountering This Ship: 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 This Ship (Normal): You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding This Ship (Wrecked): Remove the Swashbuckling trait from all of your checks.

This huge warship flies the colors of the Empire of Cheliax. With a company of marines mustered on deck, the Dominator is home to pirate hunter Kyan Kain, the scourge of scourges everywhere.

Ship 11: Magpie Princess - Class 6

Spoiler:
Magpie Princess
Ship P
Class 6
To Defeat: Dexterity Disable 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location must bury a card.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
When Commanding This Ship (Wrecked): At the start of your turn, roll 1d4; on a 1, bury a card.

Years ago, Captain Lanteri discovered the location of a legendary treasure. A recent mutiny lead by his wife, Varcossa Lanteri, has left both this ship and his secret under new ownership.


Acquired Cards:

Alchemist's Fire (Item C)
Spoiler:
Alchemist's Fire
Item C
Traits: Liquid Attack Fire Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Besmaran Priest (Ally C)

Spoiler:
Besmaran Priest
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
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.

Buckler (Armor B)

Spoiler:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Leather Armor (Armor B)

Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Rage (Spell 1)

Spoiler:
Rage
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. 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.

Plunder:

1. Spell
2. Item
3. Spell
4. Spell

(BR Only)

Spoiler:

G8W9QMKRMtOASg2lAfDRrT7OxInBw0lqA/6BdTriJE1aIMxVz8V9Zo4DDGM1z8q0wSmFFgIhvSA Y3kC/KmsjFbA9givHGuR4lz9TZ0x28J9ZimuwmZHZR81pO4F6HiFqwGtr0pOIMOFHTapEZF/DDq cFAOe6mAQ=

Random Monsters:

Monster 1
Spoiler:
Pirate Captain
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Monster 2

Spoiler:
Cecaelia
Monster B
Traits: Merfolk Aquatic
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Monster 3

Spoiler:
Bilge Spider Swarm
Monster B
Traits: Animal Swarm Basic
To Defeat: Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.

Monster 4

Spoiler:
Tiger Shark
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 11
The Tiger Shark may not be evaded.

Monster 5

Spoiler:
Giant Moray Eel
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Random Barriers:

Barrier 1
Spoiler:
Barroom Brawl
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Barrier 2

Spoiler:
Harpoon Trap
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Barrier 3

Spoiler:
Ambush
Barrier B
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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

Spoiler:
Goose in the Rigging
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Barrier 5

Spoiler:
Treasure Hunt
Barrier B
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
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.

Random Weapons:

Weapon 1
Spoiler:
Shock Musket +1
Weapon 1
Traits: Firearm Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged Craft 11
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 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Weapon 2

Spoiler:
Shortbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Weapon 3

Spoiler:
Harpoon
Weapon C
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Weapon 4

Spoiler:
Whip
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 5

Spoiler:
Mace
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Random Spells:

Spell 1
Spoiler:
Confusion
Spell B
Traits: Magic Arcane Divine Mental Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
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 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Sphere of Fire
Spell 1
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3

Spoiler:
Holy Stone
Spell 1
Traits: Magic Divine Attack Ranged Elite
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
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

Spoiler:
Sphere of Fire
Spell 1
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5

Spoiler:
Obscure
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
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.

Random Armor:

Armor 1
Spoiler:
Chain Mail
Armor C
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 2

Spoiler:
Magic Leather Armor
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Magic Chain Shirt
Armor C
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Armor 5

Spoiler:
Magic Chain Shirt
Armor B
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, 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.

Random Items:

Item 1
Spoiler:
Archer's Bracers
Item 1
Traits: Accessory Magic Elite
To Acquire: Dexterity Ranged 7
Reveal this card to add 2 to your Ranged combat check.

Item 2

Spoiler:
Amulet of Fortitude
Item B
Traits: Accessory Magic Elite
To Acquire: Constitution Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Item 3

Spoiler:
Bracers of Protection
Item B
Traits: Accessory Magic Basic
To Acquire: Intelligence Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.

Item 4

Spoiler:
Onyx of Constitution
Item B
Traits: Object Magic
To Acquire: Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.

Item 5

Spoiler:
Eye Patch
Item C
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Random Allies:

Ally 1
Spoiler:
Lookout
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ally 2

Spoiler:
Captain
Ally B
Traits: Human Captain Pirate Basic
To Acquire: Constitution Fortitude 4 THEN Charisma Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 3

Spoiler:
Captain
Ally C
Traits: Human Captain Pirate Basic
To Acquire: Constitution Fortitude 4 THEN Charisma Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

Ally 4

Spoiler:
Snow Leopard
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Ally 5

Spoiler:
Old Salt
Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 2

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3

Spoiler:
Blessing of Besmara
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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

Spoiler:
Blessing of Erastil
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Turn: 19 Seoni/Morbus Iff
Top of Blessing Discard Pile:

Blessing of Erastil:
Blessing of Erastil
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 11

Blessings Deck Cards/Turn Order:

Blessings Deck Card 19 - Turn 20 Radovan/grimsnik

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 - Turn 21 Korundo/morph147

Spoiler:
Blessing of Sivanah
Blessing C
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 - Turn 22 Damiel/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 22 - Turn 23 Amli/Akaitora

Spoiler:
Blessing of Achaekek
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 - Turn 24 Seoni/Morbus Iff

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 24 - Turn 25 Radovan/grimsnik

Spoiler:
Blessing of Erastil
Blessing C
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 26 Korundo/morph147

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 26 - Turn 27 Damiel/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 27 - Turn 28 Amli/Akaitora

Spoiler:
Blessing of Besmara
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 28 - Turn 29 Seoni/Morbus Iff

Spoiler:
Blessing of Cayden Cailean
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 29 - Turn 30 Radovan/grimsnik

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Fog Bank
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Tempest Cay
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shipwreck Graveyard
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Coastline
At This Location (Open): If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Coastline Card 1:
Mercenary
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Coastline Card 2:
Aid
Spell B
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
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.
Coastline Card 3:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Coastline Card 4:
Cloth Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Coastline Card 5:
Sea Drake
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
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.
Coastline Card 6:
Parrot
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Coastline Card 7:
Chain Mail
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Coastline Card 8:
Blunderbuss
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Coastline Card 9:
Treasure Hunt
Barrier C
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
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.
Coastline Card 10:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.

Pinnacle Atoll
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Pinnacle Atoll Card 1:
Large Chest
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
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.
Pinnacle Atoll Card 2:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Pinnacle Atoll Card 3:
Crab Swarm
Monster B
Traits: Animal Aquatic Swarm Basic
To Defeat: Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
Pinnacle Atoll Card 4:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
Pinnacle Atoll Card 5:
Illusory Wall
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
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.
Pinnacle Atoll Card 6:
Shackles Pirate
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
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.
Pinnacle Atoll Card 7:
Jinx Eater
Ally B
Traits: Tengu Assassin Basic
To Acquire: Charisma Diplomacy 8
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
Pinnacle Atoll Card 8:
Taking on Water
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Pinnacle Atoll Card 9:
Blessing of Gozreh
Blessing C
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Pinnacle Atoll Card 10:
Tot Flask
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
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.

Rocky Cliff
At This Location (Open): At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
At This Location (Closed): No effect.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, Damiel/Matsu Kurisu, Korundo/morph147, Radovan/grimsnik, Seoni/Morbus Iff

Rocky Cliff Card 1:
Pirate Hunting
Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.
Rocky Cliff Card 2:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
Rocky Cliff Card 3:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Rocky Cliff Card 4:
Barroom Brawl
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
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.
Rocky Cliff Card 5:
Throwing Axe
Weapon B
Traits: Axe Ranged Slashing Elite
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Rocky Cliff Card 6:
Arcane Armor
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Rocky Cliff Card 7:
Alchemical Glue
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.


Turn 19 Seoni/Morbus Iff, under Blessing of Erastil.
Turn order: Koundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff, Radovan/grimsnik

At this location, at start of turn, examine the top card (card 1): Pirate Hunting (Barrier).

First exploration:

Pirate Hunting:

Spoiler:
¶ Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.

Random ship: 1d11 ⇒ 1

Feathered Devil:

Spoiler:
To Defeat: Charisma Diplomacy 5 OR Wisdom Survival 7. When Encountering This Ship: You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.

Check to Defeat Feathered Devil Diplomacy 5: 1d12 + 1 ⇒ (11) + 1 = 12: Success.

Featured Devil is banished. Pirate Hunting is defeated and banished.

Discarding Sage to explore again. Very low on cards, but we need to explore more. And hoping another Cure will come up soon from Korundo or Amli.

Rocky Cliff card 2:

Enemy Ship:

Spoiler:
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. ¶ Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirate Shade Haunt next to her character.

Random ship: 1d10 ⇒ 6

Sea Chanty:

Spoiler:
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8. When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.

Recharging Damiel's Blessing of the Quartermaster.
Check to Defeat Sea Chanty Diplomacy 8: 1d12 + 1 + 1d12 ⇒ (6) + 1 + (6) = 13: Success.

The Enemy Ship is defeated. Close the location by banishing the boon Caltrops.

Skeletal Crew:

Spoiler:
Henchman 1, Type: Monster, Traits: Undead Skeleton Veteran. To Defeat: Combat 8. The Skeletal Crew is immune to the Mental and Poison traits. ¶ Before you act, each other character succeeds at a Combat check of 8 plus twice the scenario's adventure deck number or is dealt 1d4-1 Combat damage. ¶ The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check has the Piercing or Slashing trait, the difficulty is increased by 4. ¶ If defeated, you may immediately attempt to close the location this henchman came from.

Character power to discard a card for your combat check: discarding Codex.
Skeletal Crew Combat 10: 1d12 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8: Failed. I have to use my reroll or I'm dead.
Accessory reroll: 1d12 + 6 ⇒ (3) + 6 = 9: Failed. Damage has to be a 1, or I'm dead.
Damage: 1d4 - 1 ⇒ (1) - 1 = 0: O. M. G.

Ok! End of turn effects:
* Move to a new location: 1d2 ⇒ 1: Everyone moves to the Coastline.
* Seoni resets her hand. She only has one card in her deck.

* Damiel to recharge Blessing of the Quartermaster.
* Damiel has to encounter the Skeletal Crew.
* Everyone else has to succeed at a Combat 8 + 2 or is dealt 1d4-1 Combat damage.

Morbus > PACG > Seoni 1 wrote:

Hand: Arcane Armor, Confusion, Rage (A1), Blessing of the Gods (4), Bracers of Protection, Turtle,

Displayed:
Deck: 1 Discard: 9 Buried: 0
Notes: Rage is available: Display this card and choose a character at your location. 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.
Sideboard:

Skills, Powers, and Perks:
Strength d4 ☐+1 ☐+2
Dexterity d6 ☐+1 ☐+2
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
• Knowledge: Intelligence +2
Wisdom d6 ☐+1 ☐+2
Charisma d12 ☐+1 ☐+2 ☐+3 ☐+4
• Arcane: Charisma +2
• Diplomacy: Charisma +1

Traits: Female, Human, Sorcerer

Powers:
Hand Size 6 ☐7
¶ For your combat check, you may discard a card to use your Arcane skill + 1d6 (☐+1) (☐+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
¶ Add 2 (☐4) to your check to acquire a boon that has the Magic trait.

Perks:
¶ [USED IN 5-1A] (Accessory:) Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
¶ (Character Mat:) Once per scenario, at the start of your turn, you can discard a card to draw a card.

Cards List:
Favored Card Type: Spell
Weapon: — ☐1
Spell: 3 ☐4 ☐5 ☐6
Armor:
Item: 3 ☐4 ☐5 ☐6
Ally: 4 ☐5
Blessing: 5 ☐6 ☐7

Dark Archive

Deck handler link

Damiel - out of turn update

Damiel steps forward in front of the Sorceress
"Let me take care of these varmints."

Skeleton Crew, Combat 10
Recharge Acid Flask 1d12+2d6
Combat 10: 1d12 + 2d6 ⇒ (5) + (3, 5) = 13 - Defeated

Recharge Blessing of the Quartermaster on Seoni's Ship check

Damiel wrote:

Hand: Aklys, Bladeguard, , , , ,

Displayed: , , , , , ,
Deck: 8 Discard: 6 Buried: 2
Notes:

Skills and Powers:
SKILLS

Strength d4 +0
Dexterity d12 +0
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +0
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0

Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons

POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check).

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


Korundo Deck Handler

Korundo - out of turn update

Korundo must fight the Skeleton Crew and succeed at a combat 10+1.

Korundo will reveal Fox so he can use his Survival+1d6 which is 1d8+2+1d6 and also add animal and melee trait. Since animal trait is on this check, add a 1d4.

Combat 10+1: 1d8 + 2 + 1d6 + 1d4 ⇒ (7) + 2 + (3) + (4) = 16 (success)

"

Korundo wrote:

Hand: Fox, Frilled Lizard, Blessings of the Ancients 1, Crocodile Skin Armor,

Displayed: Leryn, Pirate shade haunt,
Deck: 11 Discard: 2 Buried: 0
Notes: current power feat activated: add 1d4 to checks that involve the animal trait. Do not use Fox. Save Blessing of the Ancients for a free explore action.

Sideboard cards:

Skills and Powers:
Skills:
Strength: d10 □ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 □ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 □ +1 □ +2 □ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2

Favored Card: Ally or Spell
Hand Size: 4 □5 □6

Proficient with: Light Armors □Heavy Armors Weapons

Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number.)
□Add 1d4 to your check that invokes the Animal Trait

Cohorts:
Leryn
Traits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


"


Deck Handler (pregen). Sorcerer + UM.

Rolling for plunder after defeating the Sea Chanty: 1d6 ⇒ 1: Weapon.
Seoni will not seize the Sea Chanty.


֍ Deck Handler ֍ Looking for: Weapon > Armor > Spell

During Seoni's turn, Amli resolves the BYA power from Skeletal Crew. I will reveal my Greatsword to add +2d6 to my Combat check.

BYA Combat 10: 1d8 + 2d6 + 3 ⇒ (4) + (6, 6) + 3 = 19

Defeated!

Amli wrote:

Hand: Greatsword, Mattock, Strength, Chain mail,

Displayed:
Deck: 6 Discard: 6 Buried: 0
"Notes: -When you play a weapon or armor in your check, feel free to display a number of Amli's blessings or armors to add 1 per Blessing revealed.
-You can use Amli's Blessings on checks to defeat henchmen or checks to close without asking. Please ask otherwise.
-Use Strength freely to add 3 to your strength checks for a turn."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 ☑+1 ☐+2 ☐+3 ☐+4
Melee: Strength +2
Dexterity d4 ☐+1
Constitution d10 ☐+1 ☐+2 ☐+3 ☐+4
Fortitude: Constitution +2
Craft: Constitution +1
Intelligence d4 ☐+1
Wisdom d10 ☐+1 ☐+2 ☐+3 ☐+4
Divine: Wisdom +1
Charisma d6 ☐+1

Favored Card: Weapon or Armor
Hand Size 4 ☐5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 ( ☐2) to that check. Before you reset your hand ( ☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, he may recharge a random weapon or armor ( ☐ or a card of a type of your choice) for his discard pile.


Deck Handler; Upgrades Weapons>Allies>Blessings Str 1d8+2; Dex 1d8+2 (Disable Device Dex+2, Stealth Dex+2); Con 1d8; Int 1d4; Wis 1d6 (Perception Wis +2); Cha 1d8+1 (Diplomacy Cha +2)

OOT Ravodon fells the warm of the cure light potion as he drinks the potion. healing- Healing: 2d5 ⇒ (5, 2) = 7 Cutlass and Blessing of the Samurai. Radovan winds up on a skeleton and knocks it back overboard. Combat 10: 2d8 + 2d4 ⇒ (2, 6) + (1, 3) = 12 discarding blessing of the elements for additional die.


Deck Handler; Upgrades Weapons>Allies>Blessings Str 1d8+2; Dex 1d8+2 (Disable Device Dex+2, Stealth Dex+2); Con 1d8; Int 1d4; Wis 1d6 (Perception Wis +2); Cha 1d8+1 (Diplomacy Cha +2)

Blessing Deck Flip- Blessing of Abadar.

A Mercenary attacks as the group reaches the coastline. Combat 10+1: 1d8 + 3d4 + 2 ⇒ (6) + (3, 4, 1) + 2 = 16 Revealing Rapier. Using combat power to add 1d4 to attack. Using Fell's power to add 2 and poison to combat check

EOT- reset hand

Radovan wrote:

Hand: Emissary, Compass, Thieves' Tools, Kama, Rapier,

Displayed: Fell Viridio- Reefclaw (1),
Deck: 5 Discard: 4 Buried: 1
Notes: T-shirt Re-roll: used; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [ ] +1 [ ]+2 [ ]+3 [ ]+4
Disable:Dexterity +2
Stealth:Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ]6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison
trait or when you are dealt Poison damage, you may display a monster
from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2
and the Poison trait; you may additionally banish a card displayed next
to this card to add another 2d6 plus that card's adventure deck number.
"


Korundo Deck Handler

Start of turn Under the blessing of Blessing of Sivanah
Leryn examines the top of the location deck to reveal Aid

Aid

Spoiler:

Spell B
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
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.

Korundo decides to keep the same power feat to add 1d4 to checks with the animal trait.

Explore Step
Korundo Explores to see Aid which requires a Wisdom Divine 6 check. Korundo will use his Divine skill which is a d8+2.

Divine 6+1: 1d8 + 2 ⇒ (5) + 2 = 7 Successful

Korundo will discard Frilled Lizard to explore again and reveals a Potion of Healing. This requires an Intelligence Craft 5 check. My intelligence is a d4. So I will play my (aq) Aid to give me another 1d6.

Intelligence 5+1: 1d4 + 1d6 ⇒ (3) + (5) = 8 (success)

Recharge aq(Aid)Recharge Divine 8+1: 1d8 + 2 ⇒ (5) + 2 = 7 Failed discard aq Aid

Korundo immediately banishes Potion of healing to heal Seoni. Heal: 1d4 ⇒ 2 Seoni heals for 2.

Korundo discards Animal Call to draw Dog from his deck. Discard Dog to explore again. Top of the deck is a Cloth Armor which requires a Con. Fort. check of 2. Korundo Con is a d10
Constitution 2+1: 1d10 ⇒ 9 Success cloth armor lets me draw a card when I acquire it. I draw a Enchanted Fang.

Korundo can not safely explore anymore without not having anything to attack with.

End of turn
Korundo tells Leryn to stay put so there is a possibility he can draw something that will help the team like his cure.

Korundo will discard his (aq) Cloth Armor because he does not need 2 armors in hand.

Korundo will reset hand by drawing (aq) Leather Armor facepalm

"

Korundo wrote:

Hand: Fox, (aq) Leather Armor, Enchanted Fang, Crocodile Skin Armor,

Displayed: Leryn, Pirate shade haunt,
Deck: 8 Discard: 7 Buried: 0
Notes: current power feat activated: add 1d4 to checks that involve the animal trait. Do not use Fox. Save Blessing of the Ancients for a free explore action.

Sideboard cards:

Skills and Powers:
Skills:
Strength: d10 □ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 □ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 □ +1 □ +2 □ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2

Favored Card: Ally or Spell
Hand Size: 4 □5 □6

Proficient with: Light Armors □Heavy Armors Weapons

Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number.)
□Add 1d4 to your check that invokes the Animal Trait

Cohorts:
Leryn
Traits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


"

Upkeep
Korundo Cleared out cards 2,3,4 from Coastline. He banished a potion of healing to Heal Seoni for 2


Deck Handler (pregen). Sorcerer + UM.

Seoni heals Blessing of Charisma and Jinx Eater.

Morbus > PACG > Seoni 1 wrote:

Hand: Arcane Armor, Confusion, Rage (A1), Blessing of the Gods (4), Bracers of Protection, Turtle,

Displayed:
Deck: 3 Discard: 7 Buried: 0
Notes: Rage is available: Display this card and choose a character at your location. 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.
Sideboard:

Skills, Powers, and Perks:
Strength d4 ☐+1 ☐+2
Dexterity d6 ☐+1 ☐+2
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
• Knowledge: Intelligence +2
Wisdom d6 ☐+1 ☐+2
Charisma d12 ☐+1 ☐+2 ☐+3 ☐+4
• Arcane: Charisma +2
• Diplomacy: Charisma +1

Traits: Female, Human, Sorcerer

Powers:
Hand Size 6 ☐7
¶ For your combat check, you may discard a card to use your Arcane skill + 1d6 (☐+1) (☐+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
¶ Add 2 (☐4) to your check to acquire a boon that has the Magic trait.

Perks:
¶ [USED IN 5-1A] (Accessory:) Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
¶ (Character Mat:) Once per scenario, at the start of your turn, you can discard a card to draw a card.

Cards List:
Favored Card Type: Spell
Weapon: — ☐1
Spell: 3 ☐4 ☐5 ☐6
Armor:
Item: 3 ☐4 ☐5 ☐6
Ally: 4 ☐5
Blessing: 5 ☐6 ☐7

Dark Archive

Deck handler link

Turn Order
Koundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff, Radovan/@mikeo37

Blessing = 22/Blessing of the Gods

Start of Turn
At: Coastline
Give: No
Move: No

Recharge Bladeguard to draw Bronzed Leather

Free Explore = 5: Sea Drake, Monster B, Dragon Aquatic, Combat 14
The Sea Drake is immune to the Electricity trait.
BYA, each local character Dexterity or Acrobatics 6 check.
Succeed are dealt 1 Electricity damage; Fail are dealt 1d4 Electricity damage.

Damiel BYA Dexterity 6: 1d12 ⇒ 2 - Failed. 1d4 Electricity damage: 1d4 ⇒ 2
Discard Bronzed Leather, counts as 3 cards.

Discard Aklys 1d12+3d4, Amli display Chain mail +1
Combat 14: 1d12 + 3d4 + 1 ⇒ (1) + (3, 3, 4) + 1 = 12 - Bugger :-( ! The dragon eats me
3 damage - empty hand

After you act, the Sea Drake deals 1 Structural damage to your ship. Blocked by Mistmourn

End of Turn
Draw up Call Potion, Cure, Blessing of the Quartermaster 2, ac Alchemist's Fire, Cure 2

Summary
Location = Coastline - Needs to be shuffled
Acquired =
Banished =
Examined = 5: Sea Drake
From Box =
Displayed =

plunder =
Give =
Used =

Other =

Damiel wrote:

Hand: Call Potion, Cure, Blessing of the Quartermaster 2, ac Alchemist's Fire, Cure 2, ,

Displayed: , , , , , ,
Deck: 3 Discard: 6 Buried: 2
Notes: "BoQuartermaster: +1d all checks. Recharges Only.

Skills and Powers:
SKILLS

Strength d4 +0
Dexterity d12 +0
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +0
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0

Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons

POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check).

Paizo Reroll USED
Play Mat Card Draw AVAILABLE

Dark Archive

Deck handler link

Damiel - Out of turn
Start of Amli's turn

Auto Recharge Cure on Seoni Heal 1d4+1: 1d4 + 1 ⇒ (2) + 1 = 3

Auto Recharge Cure 2 Heal 1d4+1: 1d4 + 1 ⇒ (2) + 1 = 3
healed card 1: 1d6 ⇒ 2 - Blowgun
healed card 2: 1d5 ⇒ 3 - Boomerang
healed card 2: 1d4 ⇒ 2 - Hand Crossbow

discard pile:

Pheromones
Blowgun
Hand Crossbow
Boomerang
Bronzed Leather
Aklys

Damiel wrote:

Hand: Call Potion, , Blessing of the Quartermaster 2, ac Alchemist's Fire, , ,

Displayed: , , , , , ,
Deck: 8 Discard: 3 Buried: 2
Notes: "BoQuartermaster: +1d all checks. Recharges Only.

Skills and Powers:
SKILLS

Strength d4 +0
Dexterity d12 +0
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +0
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0

Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons

POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check).

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


֍ Deck Handler ֍ Looking for: Weapon > Armor > Spell

During Damiel's turn, Amli gets struck by lightning from the drake! (since she can't make a Dexterity 6 check).

Electricity Damage: 1d4 ⇒ 1

Amli manages to step out of harm's way, but in doing so allows the drake to escape. She will have her revenge, but for now she continues trying to guide the ship to outmaneuver their pursuers.

Starting Amli's turn under Blessing of Achaekek.

Amli will explore coastline to encounter a random card. The first 4 cards have already been encountered and banished, so I'll be encountering a random card from 5 to 10.

Random Card to encounter: 1d6 + 4 ⇒ (4) + 4 = 8

Amli encounters Card 8: Blunderbuss. She will try to acquire it.

CtA Craft 8: 1d10 + 1 ⇒ (1) + 1 = 2

The drakes lightning breath hit one of the crates in the cargo hold. Its contents are ruined, but they will have to worry about that later.

It's painful to have a 4-card hand. I have to end my turn and reset my hand.

Amli wrote:

Hand: Greatsword, Camel, Strength, Chain mail,

Displayed: Chain mail,
Deck: 5 Discard: 7 Buried: 0
"Notes: -When you play a weapon or armor in your check, feel free to display a number of Amli's blessings or armors to add 1 per Blessing revealed.
-You can use Amli's Blessings on checks to defeat henchmen or checks to close without asking. Please ask otherwise.
-Use Strength freely to add 3 to your strength checks for a turn."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 ☑+1 ☐+2 ☐+3 ☐+4
Melee: Strength +2
Dexterity d4 ☐+1
Constitution d10 ☐+1 ☐+2 ☐+3 ☐+4
Fortitude: Constitution +2
Craft: Constitution +1
Intelligence d4 ☐+1
Wisdom d10 ☐+1 ☐+2 ☐+3 ☐+4
Divine: Wisdom +1
Charisma d6 ☐+1

Favored Card: Weapon or Armor
Hand Size 4 ☐5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 ( ☐2) to that check. Before you reset your hand ( ☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, he may recharge a random weapon or armor ( ☐ or a card of a type of your choice) for his discard pile.

Everyone!! Remember our location was shuffled if you take your turn before the BR can post an update.


Korundo Deck Handler

During Damiel turn

Korundo rolls for a Dex check

BtA Dex 6+1: 1d6 ⇒ 3 Fail

roll 1d4 to determine damage Damage: 1d4 ⇒ 2

Recharge Crocodile Skin Armor to reduce electricity damage by 2.

"

Korundo wrote:

Hand: Fox, (aq) Leather Armor, Enchanted Fang,

Displayed: Leryn, Pirate shade haunt,
Deck: 9 Discard: 7 Buried: 0
Notes: current power feat activated: add 1d4 to checks that involve the animal trait. Do not use Fox. Save Blessing of the Ancients for a free explore action.

Sideboard cards:

Skills and Powers:
Skills:
Strength: d10 □ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 □ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 □ +1 □ +2 □ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2

Favored Card: Ally or Spell
Hand Size: 4 □5 □6

Proficient with: Light Armors □Heavy Armors Weapons

Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number.)
□Add 1d4 to your check that invokes the Animal Trait

Cohorts:
Leryn
Traits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


"


Deck Handler; Upgrades Weapons>Allies>Blessings Str 1d8+2; Dex 1d8+2 (Disable Device Dex+2, Stealth Dex+2); Con 1d8; Int 1d4; Wis 1d6 (Perception Wis +2); Cha 1d8+1 (Diplomacy Cha +2)

OOT Sea Drake BYA Dex 6: 1d8 ⇒ 6 Discard Kama. Display Pirate Captain next to Fell.

Radovan wrote:

Hand: Emissary, Compass, Thieves' Tools, Rapier,

Displayed: Fell Viridio- Reefclaw (1), Pirate Captain (b),
Deck: 5 Discard: 5 Buried: 1
Notes: T-shirt Re-roll: used; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [ ] +1 [ ]+2 [ ]+3 [ ]+4
Disable:Dexterity +2
Stealth:Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ]6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison
trait or when you are dealt Poison damage, you may display a monster
from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2
and the Poison trait; you may additionally banish a card displayed next
to this card to add another 2d6 plus that card's adventure deck number.
"


Missing plunder roll for Feathered Devil encounter (from Pirate Hunting): 1d6 ⇒ 4


During This Adventure: Your ship is Feathered Devil.

During This Scenario: All characters start at the Fog Bank and cannot move, except when moved by the power below.
At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
To win, close all locations.

Party Ship: Mistmourn (-2 Structural damage, flip hourglass to evade a bane)
Displayed by Korundo: Pirate Shade Haunt (increases DC of all checks by 1, or by 2 if it has the Swashbuckling trait)

Siezed Ships:

When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

Radovan/grimsnik
5-1A: Mistmourn

Additional Rules:

Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.

Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new 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.

When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

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.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)

Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types

Story Banes:

Enemy Ship (Henchman)
Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Loot:

As you unlock loot as part of scenario rewards, their spoilers will be posted here for future reference.
Summons:

Buccaneer (Summon)
Spoiler:
Buccaneer
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.

Hirgenzosk (A Ship's Best Friend)

Spoiler:
Hirgenzosk
Henchman B
Type: Monster
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.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Grindylow (Summon)

Spoiler:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ruffian (Summon)

Spoiler:
Ruffian
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Skeletal Crew (Summon)

Spoiler:
Skeletal Crew
Henchman 1
Type: Monster
Traits: Undead Skeleton Veteran
To Defeat: Combat 8
The Skeletal Crew is immune to the Mental and Poison traits.
Before you act, each other character succeeds at a Combat check of 8 plus twice the scenario's adventure deck number or is dealt 1d4-1 Combat damage.
The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check has the Piercing or Slashing trait, the difficulty is increased by 4.
If defeated, you may immediately attempt to close the location this henchman came from.

Ships:

When encountering a random ship, roll and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.

Ship 1: Feathered Devil - Class 1

Spoiler:
Feathered Devil
Ship 1
Class 1
To Defeat: Charisma Diplomacy 5 OR Wisdom Survival 7
To Repair: Craft 4
When Encountering This Ship: You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding This Ship (Normal): When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding This Ship (Wrecked): When you would discard an ally for its power, bury it instead.

The Feathered Devil may not be the prettiest vessel sailing the seas, but she's got a deep hold, a solid mast, and a hard-working crew that adores her. That will take her a surprisingly long way.

Ship 2: Goblin Weidling - Class 0

Spoiler:
Goblin Weidling
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.

If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.

Ship 3: Merchantman - Class 0

Spoiler:
Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.

A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.

Ship 4: Shackles Pirate Ship - Class 0

Spoiler:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): 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.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.

Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.

Ship 5: Man's Promise - Class 1

Spoiler:
Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.

The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.

Ship 6: Truewind - Class 1

Spoiler:
Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.

When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.

Ship 7: Sea Chanty - Class 3

Spoiler:
Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.

This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.

Ship 8: Mistmourn - Class 5

Spoiler:
Mistmourn
Ship P
Class 5
To Defeat: Dexterity Acrobatics 11 OR Wisdom Survival 9
To Repair: Craft 7
When Encountering This Ship: If any character would discard cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
When Commanding This Ship (Wrecked): Whenever you banish cards, banish 1 additional card from your hand.

The Mordant Spire elves speak in hushed tones of a dragon ship that ransacked many treasures of lore. Word is that an elven armada sank the beast, but word is often unreliable in the Shackles.

Ship 9: Wormwood - Class 5

Spoiler:
Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
To Repair: Craft 8
When Encountering This Ship: The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding This Ship (Wrecked): At the start of your turn, banish this card and exchange it for the ship Merchantman.

Barnabas Harrigan's flagship is infamous throughout the Shackles for its ability to slip away from the watchful Chelish navy, but rumblings of mutiny are common within Harrigan's crew.

Ship 10: Dominator - Class 6

Spoiler:
Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
To Repair: Craft 7
When Encountering This Ship: 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 This Ship (Normal): You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding This Ship (Wrecked): Remove the Swashbuckling trait from all of your checks.

This huge warship flies the colors of the Empire of Cheliax. With a company of marines mustered on deck, the Dominator is home to pirate hunter Kyan Kain, the scourge of scourges everywhere.

Ship 11: Magpie Princess - Class 6

Spoiler:
Magpie Princess
Ship P
Class 6
To Defeat: Dexterity Disable 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location must bury a card.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
When Commanding This Ship (Wrecked): At the start of your turn, roll 1d4; on a 1, bury a card.

Years ago, Captain Lanteri discovered the location of a legendary treasure. A recent mutiny lead by his wife, Varcossa Lanteri, has left both this ship and his secret under new ownership.


Acquired Cards:

Aid (Spell B)
Spoiler:
Aid
Spell B
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
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.

Alchemist's Fire (Item C)

Spoiler:
Alchemist's Fire
Item C
Traits: Liquid Attack Fire Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Besmaran Priest (Ally C)

Spoiler:
Besmaran Priest
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
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.

Buckler (Armor B)

Spoiler:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Cloth Armor (Armor C)

Spoiler:
Cloth Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Leather Armor (Armor B)

Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Rage (Spell 1)

Spoiler:
Rage
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. 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.

Plunder:

1. Spell
2. Item
3. Spell
4. Spell
5. Item
6. Weapon

(BR Only)

Spoiler:

ZWhXjegn5O4j0RudrGEq2T7OxInBw0lqA/6BdTriJE1aIMxVz8V9Zo4DDGM1z8q0wSmFFgIhvSA Y3kC/KmsjFbA9givHGuR4lz9TZ0x28J9ZimuwmZHZR81pO4F6HiFqwGtr0pOIMOFHTapEZF/DDq cFAOe6mARR7P0lLTg3dOz4ZmnAnDEqDuY1M/m/cRo4TjQtnGkPXaOr9hRsrvKdYG+YLu7aqSzP7 tucpfZRg46zUsVI/0k=

Random Monsters:

Monster 1
Spoiler:
Merfolk
Monster C
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Monster 2

Spoiler:
Comozant Wyrd
Monster C
Traits: Outsider Elemental Incorporeal Elite
To Defeat: Combat 10
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Monster 3

Spoiler:
Crocodile
Monster C
Traits: Animal Aquatic Elite
To Defeat: Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed.

Monster 4

Spoiler:
Marine
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Monster 5

Spoiler:
Bunyip
Monster B
Traits: Bunyip Aquatic Elite
To Defeat: Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal. Wherever you find large bodies of water, you might find bunyips.

Random Barriers:

Barrier 1
Spoiler:
Illusory Wall
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Barrier 2

Spoiler:
Barroom Brawl
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Barrier 3

Spoiler:
Harpoon Trap
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Barrier 4

Spoiler:
Man Overboard
Barrier C
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Barrier 5

Spoiler:
Pirate Hunting
Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.

Random Weapons:

Weapon 1
Spoiler:
Cutlass +1
Weapon B
Traits: Sword Melee Slashing Finesse Swashbuckling Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 2

Spoiler:
Dragon Pistol
Weapon B
Traits: Firearm Ranged Piercing Elite
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. 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.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Weapon 3

Spoiler:
Pistol +1
Weapon C
Traits: Firearm Ranged Piercing Swashbuckling Magic Elite
To Acquire: Dexterity Ranged Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Weapon 4

Spoiler:
Falcata
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Weapon 5

Spoiler:
Blunderbuss
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Random Spells:

Spell 1
Spoiler:
Strength
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2

Spoiler:
Obscure
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3

Spoiler:
Inflict
Spell B
Traits: Magic Divine Attack Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spell 4

Spoiler:
Force Missile
Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Holy Stone
Spell 1
Traits: Magic Divine Attack Ranged Elite
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
Chain Mail
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 2

Spoiler:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Armor 3

Spoiler:
Benevolent Buckler
Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Armor 4

Spoiler:
Leather Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 5

Spoiler:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Random Items:

Item 1
Spoiler:
Alchemical Glue
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Item 2

Spoiler:
Spyglass
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 3

Spoiler:
Potion of Heroism
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Item 4

Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Item 5

Spoiler:
Eye Patch
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Random Allies:

Ally 1
Spoiler:
Old Salt
Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
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 2

Spoiler:
Sailor
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 3

Spoiler:
Swab
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 4

Spoiler:
Carver
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 5

Spoiler:
Lookout
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Random Blessings:

Blessing 1
Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 2

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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

Spoiler:
Blessing of Gozreh
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your 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: 24 Seoni/Morbus Iff
Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Remaining: 6

Blessings Deck Cards/Turn Order:

Blessings Deck Card 24 - Turn 25 Radovan/grimsnik

Spoiler:
Blessing of Erastil
Blessing C
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 26 Korundo/morph147

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 26 - Turn 27 Damiel/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 27 - Turn 28 Amli/Akaitora

Spoiler:
Blessing of Besmara
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 28 - Turn 29 Seoni/Morbus Iff

Spoiler:
Blessing of Cayden Cailean
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 29 - Turn 30 Radovan/grimsnik

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Fog Bank
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Tempest Cay
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shipwreck Graveyard
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Coastline
At This Location (Open): If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, Damiel/Matsu Kurisu, Korundo/morph147, Radovan/grimsnik, Seoni/Morbus Iff

Coastline Card 1:
Parrot
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Coastline Card 2:
Sea Drake
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
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.
Coastline Card 3:
Chain Mail
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Coastline Card 4:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
Coastline Card 5:
Treasure Hunt
Barrier C
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

Pinnacle Atoll
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Pinnacle Atoll Card 1:
Large Chest
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
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.
Pinnacle Atoll Card 2:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Pinnacle Atoll Card 3:
Crab Swarm
Monster B
Traits: Animal Aquatic Swarm Basic
To Defeat: Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
Pinnacle Atoll Card 4:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
Pinnacle Atoll Card 5:
Illusory Wall
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
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.
Pinnacle Atoll Card 6:
Shackles Pirate
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
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.
Pinnacle Atoll Card 7:
Jinx Eater
Ally B
Traits: Tengu Assassin Basic
To Acquire: Charisma Diplomacy 8
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
Pinnacle Atoll Card 8:
Taking on Water
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Pinnacle Atoll Card 9:
Blessing of Gozreh
Blessing C
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Pinnacle Atoll Card 10:
Tot Flask
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
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.

Rocky Cliff
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


Deck Handler (pregen). Sorcerer + UM.

During Damiel/Matsu Kurisu turn 22, under the Blessing of the Gods:
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff, Radovan/grimsnik.

Discard Blessing of the Gods (4) for an additional die.
Sea Drake, Dexterity 6: 1d6 + 1d6 ⇒ (6) + (1) = 7: Success.
Suffer 1 Electricity damage. Discard Bracers of Protection.

Heal 3 from Damiel's Cure: Sage, Blessing of the Gods (1), Codex.

Morbus > PACG > Seoni 1 wrote:

Hand: Arcane Armor, Confusion, Rage (A1), Turtle,

Displayed:
Deck: 6 Discard: 6 Buried: 0
Notes: Rage is available: Display this card and choose a character at your location. 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.
Sideboard:

Skills, Powers, and Perks:
Strength d4 ☐+1 ☐+2
Dexterity d6 ☐+1 ☐+2
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
• Knowledge: Intelligence +2
Wisdom d6 ☐+1 ☐+2
Charisma d12 ☐+1 ☐+2 ☐+3 ☐+4
• Arcane: Charisma +2
• Diplomacy: Charisma +1

Traits: Female, Human, Sorcerer

Powers:
Hand Size 6 ☐7
¶ For your combat check, you may discard a card to use your Arcane skill + 1d6 (☐+1) (☐+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
¶ Add 2 (☐4) to your check to acquire a boon that has the Magic trait.

Perks:
¶ [USED IN 5-1A] (Accessory:) Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
¶ (Character Mat:) Once per scenario, at the start of your turn, you can discard a card to draw a card.

Cards List:
Favored Card Type: Spell
Weapon: — ☐1
Spell: 3 ☐4 ☐5 ☐6
Armor:
Item: 3 ☐4 ☐5 ☐6
Ally: 4 ☐5
Blessing: 5 ☐6 ☐7


Deck Handler (pregen). Sorcerer + UM.

During Seoni/Morbus Iff turn 24, under the Blessing of the Gods:
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff, Radovan/grimsnik.

First exploration: Parrot (Ally C; Animal, Elite) Check to Acquire: Wisdom Survival 7. ¶ If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result. ¶ Discard this card to explore your location.

Seoni will not attempt to acquire Parrot. Can't succeed without using a card. Banished.

Quandaries and analysis: 4 cards in hand, including the "must keep" Rage (Spell 1). The only card I can discard to explore again is Turtle. But I don't want to, because that's going help me reduce combat damage without discarding. If I DID discard it to explore again (3 cards in hand), and it was a monster, I could evade it with Confusion (2 cards in hand) in hopes that a reshuffle would get us the Enemy Ship faster. But, without any Blessings, and if it's the Sea Drake again, there's no way I could pass the Electricity check, and there's a 75% chance (2+ on a 1d4) that I'd have to discard my entire hand (and the Rage (Spell 1)). Then, at my reset, I'd have to draw up to 6, leaving no cards in my deck. We'd need a confluence of luck to get me out of this mess without dying: either a Cure spell, or winning the game before my next turn, and with likely a boatload (hah, see what I did there) of more "Everyone" checks.

I will not attempt to explore further.

Reset: draw 2. Blessing of the Gods (1), Jinx Eater.

Morbus > PACG > Seoni 1 wrote:

Hand: Arcane Armor, Confusion, Rage (A1), Blessing of the Gods (1), Jinx Eater, Turtle,

Displayed:
Deck: 4 Discard: 6 Buried: 0
Notes: Rage is available: Display this card and choose a character at your location. 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.
Sideboard:

Skills, Powers, and Perks:
Strength d4 ☐+1 ☐+2
Dexterity d6 ☐+1 ☐+2
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
• Knowledge: Intelligence +2
Wisdom d6 ☐+1 ☐+2
Charisma d12 ☐+1 ☐+2 ☐+3 ☐+4
• Arcane: Charisma +2
• Diplomacy: Charisma +1

Traits: Female, Human, Sorcerer

Powers:
Hand Size 6 ☐7
¶ For your combat check, you may discard a card to use your Arcane skill + 1d6 (☐+1) (☐+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
¶ Add 2 (☐4) to your check to acquire a boon that has the Magic trait.

Perks:
¶ [USED IN 5-1A] (Accessory:) Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
¶ (Character Mat:) Once per scenario, at the start of your turn, you can discard a card to draw a card.

Cards List:
Favored Card Type: Spell
Weapon: — ☐1
Spell: 3 ☐4 ☐5 ☐6
Armor:
Item: 3 ☐4 ☐5 ☐6
Ally: 4 ☐5
Blessing: 5 ☐6 ☐7


Deck Handler; Upgrades Weapons>Allies>Blessings Str 1d8+2; Dex 1d8+2 (Disable Device Dex+2, Stealth Dex+2); Con 1d8; Int 1d4; Wis 1d6 (Perception Wis +2); Cha 1d8+1 (Diplomacy Cha +2)

Flip- Blessing of Erastil

"The sea drake has returned!"

@all 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.

Sea Drake:
The sea drake catches Radovan off guard smacking him to the deck. The tiefling springs up, drawing his rapier. Fury rises in Radovan as thrusts his sword at the creature. His attack hits true. The heavy wood of the ship absorbs a final blow from the drake as it sinks into the sea.
Dexterity 6: 1d8 ⇒ 3 Damage: 1d4 ⇒ 2 Discard Thieves' Tools and Compass. Displaying Merfolk next to Fell.

Combat 14: 1d8 + 3d4 + 2 + 2d6 + 1 ⇒ (3) + (1, 4, 2) + 2 + (3, 3) + 1 = 19 Revealing Rapier, using combat power for +1d4, banishing Reefclaw for +2d6+1, using Fell for +2 and poison trait.

Radovan wrote:

Hand: Emissary, Blessing of the Samurai, Amadi, Appleslayer, Rapier,

Displayed: Fell Viridio- Pirate Captain (b), Merfolk(c),
Deck: 2 Discard: 7 Buried: 1
Notes: T-shirt Re-roll: used; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [ ] +1 [ ]+2 [ ]+3 [ ]+4
Disable:Dexterity +2
Stealth:Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ]6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison
trait or when you are dealt Poison damage, you may display a monster
from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2
and the Poison trait; you may additionally banish a card displayed next
to this card to add another 2d6 plus that card's adventure deck number.
"


Korundo Deck Handler

During Radovan's turn, doing my BYA check

Dexterity 6+1: 1d6 ⇒ 1 failure

Damage: 1d4 ⇒ 2 Bury (aq) Leather Armor to reduce damage dealt to me to 0.

"

Korundo wrote:

Hand: Fox, Enchanted Fang,

Displayed: Leryn, Pirate shade haunt,
Deck: 9 Discard: 7 Buried: 1
Notes: current power feat activated: add 1d4 to checks that involve the animal trait. Do not use Fox or I cant attack

Sideboard cards:

Skills and Powers:
Skills:
Strength: d10 □ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 □ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 □ +1 □ +2 □ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2

Favored Card: Ally or Spell
Hand Size: 4 □5 □6

Proficient with: Light Armors □Heavy Armors Weapons

Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number.)
□Add 1d4 to your check that invokes the Animal Trait

Cohorts:
Leryn
Traits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.


"

Dark Archive

Deck handler link

Damiel - Out of turn

During Radovan's turn, doing my BYA check
Damiel BYA Dexterity 6: 1d12 ⇒ 9 - success. Damage (ac Alchemist's Fire)

Now using Call Potion as I should have done start of Radovan's turn :-(
Auto Recharge Call Potion (Bladeguard)
Auto Recharge Bladeguard(Bronzed Leather)

Damiel wrote:

Hand: Bronzed Leather, Blessing of the Quartermaster 2, , , , ,

Displayed: , , , , , ,
Deck: 9 Discard: 3 Buried: 2
Notes: "BoQuartermaster: +1d all checks. Recharges Only.

Skills and Powers:
SKILLS

Strength d4 +0
Dexterity d12 +0
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +0
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0

Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons

POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check).

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


During Radovan/grimsnik turn 25, under the Blessing of Erastil:
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff, Radovan/grimsnik.

Play Blessing of the Gods (1) and treat it like the top card of the blessings discard pile (Blessing of Erastil).
Sea Drake, Dexterity 6: 1d6 + 1d6 ⇒ (6) + (6) = 12: Success.

Suffer 1 Electricity damage. Discard Jinx Eater.

Recharge Blessing of the Gods (per Blessing of Erastil).

Morbus > PACG > Seoni 1 wrote:

Hand: Arcane Armor, Confusion, Rage (A1), Turtle,

Displayed:
Deck: 5 Discard: 7 Buried: 0
Notes: Rage is available: Display this card and choose a character at your location. 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.
Sideboard:

Skills, Powers, and Perks:
Strength d4 ☐+1 ☐+2
Dexterity d6 ☐+1 ☐+2
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
• Knowledge: Intelligence +2
Wisdom d6 ☐+1 ☐+2
Charisma d12 ☐+1 ☐+2 ☐+3 ☐+4
• Arcane: Charisma +2
• Diplomacy: Charisma +1

Traits: Female, Human, Sorcerer

Powers:
Hand Size 6 ☐7
¶ For your combat check, you may discard a card to use your Arcane skill + 1d6 (☐+1) (☐+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
¶ Add 2 (☐4) to your check to acquire a boon that has the Magic trait.

Perks:
¶ [USED IN 5-1A] (Accessory:) Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
¶ (Character Mat:) Once per scenario, at the start of your turn, you can discard a card to draw a card.

Cards List:
Favored Card Type: Spell
Weapon: — ☐1
Spell: 3 ☐4 ☐5 ☐6
Armor:
Item: 3 ☐4 ☐5 ☐6
Ally: 4 ☐5
Blessing: 5 ☐6 ☐7


Blessing of the Gods doesn’t recharge in this instance.

1) The name of the card is still “Blessing of the Gods”, which doesn’t match “Blessing of Erastil”
2) That sentence isn’t copied anyway since it’s not a power. BotG only copies powers, not other instructions on the card.

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