| BR Akaitora |
Before I forget, at the start of the scenario, we stash 2 cards.
Plunder!: 1d6 ⇒ 3 --Armor
Plunder!: 1d6 ⇒ 5 --Ally
During This Adventure: Your ship is the Devil's Remains.
During This Scenario: STORY BANES
Danger: N/A
Villain: Incutilis --Proxy V1
Henchmen: Gilbrok the tongue, Jakwa Razorbeak, Kipper, Riaris Krine, Giles Halmis
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Henchman
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.
Henchman
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Assassin
To Defeat: Combat 17
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait. If your character has the Human trait, the difficulty of your check to defeat is increased by 3. If defeated, you may immediately attempt to close the location this henchman came from.
DURING THIS SCENARIO
At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.(Remember we add 1d4 to all checks against undead, per 5-1E's reward)
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
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
Scenario Level (#): 5
Turn: 0, Amli/Akaitora
Ship 4
Traits:
To Defeat:
Craft Disable 6
OR Wisdom Survival 5
When Encountering This Ship:
If you are commanding a ship, you may evade this ship.
When Commanding This Ship:
When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands. When you evade an encounter, recharge a random card
None:
None
Monsters
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
Barriers
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
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.
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Weapons
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Spells
SS
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.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Armors
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
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.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
SS
Item B
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
SS
Item B
Traits:
Object
Magic
To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
SS
Item 5
Traits:
Accessory
Magic
Swashbuckling
To Acquire:
Charisma
Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
SS
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Allies
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
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.
Blessings
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 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 Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
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.
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
Blessing of Besmara
SS
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Abadar
SS
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.
Blessing of Achaekek
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Sivanah
SS
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.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Cayden Cailean
SS
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 of Gozreh
SS
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 of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Gozreh
SS
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Sivanah
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0
Besmaran Priest
SS
Ally B
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.
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: Radovan/Grimsnik, Korundo/morph147, Damiel/MatsuKurisu, Amli/Akaitora, None
Location #2: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Location #5: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Location #6: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #7: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None
| Amli - Akaitora |
Amli will start at Gannet Island. She will take advantage of our reward from Adv. 3 to draw 2 additional cards in her starting hand.
Hand: Wolfhide Armor, Dwarven Earthbreaker +1, Divine Fortune, Blessing of Shax, Blessing of Tsukiyo, Major Cure, Renewal,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Hall of Champions
Hero Points: 3
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Dragonbane Greatsword +2, Blessing of Gozreh, Dwarven Plate, Blessing of Abadar, Fortified Breastplate, Blessing of the Father of Creation, Mountain Pattern Armor, War Drum, Belt of Charging, Mighty Steed, Jorgenfist Spear, Grappler's Mask, Golembane Hammer +2, Blessing of Gorum
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
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, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
Damiel {CD} - Matsu Kurisu
|
Damiel - 5-5B: BATTLE AT SEA
Loot
= None
Ship
= Devil's Remains
Starting Location
#7: Dagon's Jaws
Upgrades
= Steal Soul in, Call Potion out
Starting Hand
+2 from reward
Hand: Steel Ibis Lamellar, Liquid Persuasion, Stormrune Knife, Potion of Focus, Galvanic Chakram +1, Steal Soul, Delve
Displayed: , , , , , ,
Deck: 13 Discard: 0 Buried: 0
"Notes: Distant: Flame Cannon available
Other: Items Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
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 ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 5
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Morph147 Korundo |
Cohort - Leryn
Loot - Svingli's Eye I am under the assumption based off what I have read we are not anchored so will put in Svingli's Eye in place of Dire collar. If this is not the case then please let me know and I want Dire Collar instead.
starting location
Garnet Island - will start here to give Amli a chance to see what is on top using Leryn and other examines. Then depends on Radovan and what is on top of Garnet Island. Leaning toward Location #6: Shipwreck Graveyard since I auto succeed the start of turn effect or Location #7 to help Damiel see what is coming.
Draw two extra cards
"
Hand: Aspect of the Wolf, Arboreal Armor, Blessing of the Ancients, Snow Leopard, Headband of the Wolf, Monkey, Saber-toothed Tiger,
Displayed: Leryn,
Deck: 14 Discard: 0 Buried: 0
Notes: power feat: N/a
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 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) 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(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: 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.
"
| Grimsnik's Radovan |
Loot: Replacing Amadi with Shadowless Sword with Scoundrel's Sword Cane
Starting Location: Gannet Island
Hand: Arnisant, Elyana, Scoundrel's Sword Cane, Flaming Longsword +3, Pilaging Mace, Amadi,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"
"
Middle of Deck (Unknown Order): Grogul, Blessing of Abadar, Blessing of the Samurai, Red Carriage, Grappler's Mask, Surgeon, Blessing of Shax, Fortified Breastplate, Wayfinder, Blessing of the Gods
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 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."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
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.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire 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 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"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."
| BR Akaitora |
During This Adventure: Your ship is the Devil's Remains.
During This Scenario: STORY BANES
Danger: N/A
Villain: Incutilis --Proxy V1
Henchmen: Gilbrok the tongue, Jakwa Razorbeak, Kipper, Riaris Krine, Giles Halmis
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Henchman
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.
Henchman
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Assassin
To Defeat: Combat 17
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait. If your character has the Human trait, the difficulty of your check to defeat is increased by 3. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.
DURING THIS SCENARIO
At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.(Remember we add 1d4 to all checks against undead, per 5-1E's reward)
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
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
Scenario Level (#): 5
Turn: 1, Radovan/Grimsnik
Ship 4
Traits:
To Defeat:
Craft Disable 6
OR Wisdom Survival 5
When Encountering This Ship:
If you are commanding a ship, you may evade this ship.
When Commanding This Ship:
When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands. When you evade an encounter, recharge a random card
None:
None
Monsters
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
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.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Barriers
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
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.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Weapons
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Spells
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
SS
Spell 4
Traits:
Magic
Arcane
Divine
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Armors
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
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.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
SS
Item B
Traits:
Object
Magic
To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
SS
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.
SS
Item 5
Traits:
Accessory
Piercing
Magic
To Acquire:
Arcane
Melee
Divine 10
If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
SS
Item 2
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine
Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
Allies
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
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.
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
SS
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.
Blessings
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
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.
SS
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.
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
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.
Hours Remaining: 29
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Abadar
SS
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.
Blessing of Achaekek
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Sivanah
SS
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.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Cayden Cailean
SS
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 of Gozreh
SS
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 of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Gozreh
SS
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Sivanah
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0
Besmaran Priest
SS
Ally B
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.
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: Radovan/Grimsnik, Korundo/morph147, Damiel/MatsuKurisu, Amli/Akaitora, None
SS
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.
SS
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.
SS
Henchman 3
Type: Monster
Traits:
Human
Assassin
To Defeat:
Combat 17
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Location #2: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
SS
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.
SS
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.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
SS
Henchman 5
Type: Monster
Traits:
Human
Fighter
Pirate
To Defeat:
Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one.
If the check to defeat has the Swashbuckling trait, add 1d6 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
SS
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.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Location #3: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
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.
SS
Item 2
Traits:
Tool
Swashbuckling
Besmara
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
SS
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_
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Location #4: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
SS
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.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
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.
SS
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.
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Henchman 5
Type: Monster
Traits:
Human
Rogue
Pirate
To Defeat:
Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
If defeated, you may immediately attempt to close the location this hanchman came from.
Location #5: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
SS
Item 4
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
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.
SS
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.
SS
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
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.
Location #6: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
SS
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.
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location #7: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None
SS
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.
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
SS
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.
| Grimsnik's Radovan |
The hour is of Besmara.
SOT- reveal Amadi to look at top card of deck- reload Red Carriage
Ancient Mariner: 1d6 ⇒ 3
Explore
Radovan slams a marine with his mace. Combat 8+5: 1d8 + 2 + 1d8 + 1 + 1d4 + 2 ⇒ (7) + 2 + (3) + 1 + (4) + 2 = 19 Reveal Pillaging Mace. Examine next card- Potion of Healing. Drawing Potion of Healing. Recharge Arnisant to explore
Radovan spots a Seaborne Trident +1. Strength 11: 1d8 + 2 ⇒ (5) + 2 = 7
Hand: Scoundrel's Sword Cane, Flaming Longsword +3, Pilaging Mace, Potion of Healing, Elyana, Amadi,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"
"
Middle of Deck (Unknown Order): Wayfinder, Surgeon, Blessing of Shax, Fortified Breastplate, Blessing of the Gods, Blessing of Abadar, Keren Rhinn, Grogul, Blessing of the Samurai, Grappler's Mask
Recharged: Arnisant,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 [ooc]☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 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."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
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.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire 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 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"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."
Gannet Island
#1 Banish Mariner
#2 Drawn Potion of Healing
#3 Banish Seaborne Trident +1
| Morph147 Korundo |
Hour is Blessing of the Gods
Start of turn
Korundo changes power feat to recharge a card to use Survival in place of Blah.
Leryn examines the top of the location deck to find Shark-Eating Crab.
Start of turn scenario effect: 1d6 ⇒ 5 Nothing
Move
Korundo, knowning the shark eating crab will hurt his allies that he needs to function. Runs away to Location #7: Dagon Jaws
Place Leryn on top of deck to examine the top two cards of the location to find Dagon's Jaws Card 1: Owlbeartross and Dagon's Jaws Card 2: Pteranodon. put Pteranodon on top.
First explore
Encounter Pteranodon. Reveal Snow Leopard to add animal and 1d4 to the check.
Survival 11: 1d8 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11 [ooc]Acquire
Second Explore
Discard Pteranodon to move to Location #6: Shipwreck Graveyard and encounter Shipwreck Graveyard Card 1: Sabotage. Attempt Perception check. Recharge Monkey to use character ability to use survival instead. Reveal Snow Leopard to add animal and 1d4 to the check. Recharge Blessing of the Ancients to add a die to the check.
Survival 12: 1d8 + 5 + 1d4 + 1d8 ⇒ (5) + 5 + (3) + (5) = 18 Success. Banish Sabotage
Recharge Headband of the Wolf to find Shipwreck Graveyard Card 2: Dire Shark Dont want to face this until more resources in hand
End turn
Draw hand, Play Leryn, end turn
"
Hand: Aspect of the Wolf, Arboreal Armor, Snow Leopard, Saber-toothed Tiger,
Displayed: Leryn,
Deck: 18 Discard: 0 Buried: 0
Notes: power feat: recharge card to use survival in place of blah
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 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) 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(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: 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
Examine = Gannet Island Card 4: Shark-Eating Crab , Location #7: Dagon Jaws Card 1: Owlbeartross, Shipwreck Graveyard Card 2: Dire Shark
Acquired = Location #7: Dagon Jaws Card 2: Pteraodon
Banish = Shipwreck Graveyard Card 1: Sabotage
Damiel {CD} - Matsu Kurisu
|
Out of Turn updates:
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,
Blessing = 2 Damiel/Matsu Kurisu: Blessing of Pharasma
Start of Turn
At: #7: Dagon's Jaws
SoT Bones?: 1d6 ⇒ 2 - Yes
SS Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10. 5-1E's reward +1d4
Reveal Stormrune Knife 1d12+3+1d4+2, Recharge Stormrune Knife(Steel Ibis Lamellar, Stormrune Knife, Galvanic Chakram +1, Flame Cannon) +4d4, 5-1E's reward +1d4, Freely Recovery Flame Cannon +2d8
Combat 25: 1d12 + 3 + 1d4 + 2 + 4d4 + 1d4 + 2d8 ⇒ (9) + 3 + (4) + 2 + (1, 3, 1, 1) + (1) + (8, 3) = 36 - Banished
Display Steal Soul
On weapons and spells from previous sets, any power that adds to or subtracts from a check, or that rerolls dice, may be played freely. Powers that also determine the type of check may not be played freely.
Give: No
Move: #1: Dagon's Jaws
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
Recovery Delve, Fetch Alchemy Lab
Bury Alchemy Lab, draw
I1: Topaz of Strength - banished
T2: Potion of Flying, Item 3, Alchemical - Draw
Free explore = 1: Large Chest, Barrier B, Veteran: Disable 14(9+5)
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.
Disable 1d12+3+1, Damiel.Discard Alchemical(Liquid Persuasion) +1d10+2, Steal Soul +1d4
Disable 14: 1d12 + 3 + 1 + 1d10 + 2 + 1d4 ⇒ (2) + 3 + 1 + (10) + 2 + (1) = 19 - Banished
Draw # Weapons: 1d4 ⇒ 4
W1: Keen Rapier +3, Weapon 5
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
W2: Navigator Musket +1, Weapon 3
W3: Blasting Pistol +2, Weapon 5
W4: Keen Falcata +1, Weapon 2
Recovery ac Potion of Flying, Move to #4: Fringes of the Eye, explore = 1: Shackles Pirate, Monster B, Veteran: Combat 14(9+5)
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.
Discard ac Keen Rapier +3 (4s=5) 1d4+2d4+3+1d4, Swashbuckling +1d4, Steal Soul +1d4
Combat 14: 1d4 + 2d4 + 3 + 1d4 + 1d4 + 1d4 ⇒ (1) + (1, 4) + 3 + (2) + (2) + (1) = 14 +1 = 15 = Banished
End of Turn
Damiel.EoT - Recharge random card: 1d2 ⇒ 2 from discard (ac Keen Rapier +3)
Recovery
Shuffle Delve, Flame Cannon, ac Potion of Flying,
Reset
Discard ac Keen Falcata +1
Draw Splashbolt Crossbow
Summary
Location = #1: Dagon's Jaws
Acquired = T2: Potion of Flying,
Banished = 1: Large Chest
Examined =
Location = #4: Fringes of the Eye
Banished =
From Box = I1: Topaz of Strength, T2: Potion of Flying, W1: Keen Rapier +3, W2: Navigator Musket +1, W3: Blasting Pistol +2, W4: Keen Falcata +1,
Used =
Give =
Other = Move to #4: Fringes of the Eye
Hand: Steel Ibis Lamellar, Galvanic Chakram +1, Potion of Focus, ac Navigator Musket +1, ac Blasting Pistol +2, Splashbolt Crossbow,
Displayed: Steal Soul, , , , , ,
Deck: 16 Discard: 2 Buried: 1
"Notes: Distant:
Local: ac Blasting Pistol +2: +2d4 Force available
Other: Items Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
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 ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 5
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Amli - Akaitora |
Starting Amli's turn. The hour is Blessing of the Gods.
After the start of her turn, Amli will display Divine Fortune. All characters local to Amli can add 1d6 to their checks until the star of her next turn.
Amli will also display Renewal. Radovan and Amli can draw a card. Amli draws Fortified Breastplate.
Amli will explore to encounter Gannet Island Card 4: Shark-Eating Crab.
For her check to defeat, Amli will reveal her Dwarven Earthbreaker to use her Melee + 2d6+1. Since she revealed a weapon for its power, she will also display her Wolfhide Armor and Blessing of Tsukiyo to add +4 to her check. Divine Fortune is in effect.
CtD Combat, Melee 18: 1d8 + 4 + 2d6 + 1 + 4 + 1d6 ⇒ (2) + 4 + (5, 5) + 1 + 4 + (1) = 22
Monster power forces re-roll.
CtD Combat, Melee 18: 1d8 + 4 + 2d6 + 1 + 4 + 1d6 ⇒ (3) + 4 + (4, 1) + 1 + 4 + (1) = 18
Phew! Defeated.
Amli will then discard her Blessing of Shax to explore again and encounter Gannet Island Card 5: Riaris Krine.
SS Henchman
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Amli doesn't have a card with the Attack trait, so she will ignore the BYA. For her check to defeat, she will reveal and discard her Dwarven Earthbreaker to use her Melee +3d6 +1. She will also display her Fortified Breastplate to add +2 to her check after using a Weapon for its power. Divine Fortune still applies.
CtD Combat, Melee 20: 1d8 + 4 + 3d6 + 1 + 2 + 1d6 ⇒ (3) + 4 + (6, 5, 4) + 1 + 2 + (4) = 29
Defeated! Amli will bite this bullet and close the location by discarding 1d4 cards from the Blessings deck.
Cards to discard from Blessings Deck: 1d4 ⇒ 1
Blessing of Abadar discarded from the hourglass.
Gannet Island is closed! Radovan and Amli both get to draw a non-basic, non-elite Plunder Card.
Plunder to draw: 1d6 ⇒ 4
Amli draws Random Item 3: Tot Flask.
Amli will end her turn. When she does, Renewal is moved to her discard pile (fails recovery on purpose). Also, her displayed cards go back into her hand. Before resetting her hand, Amli will swap Tot Flask with Renewal in her discard pile. Then she will reset her hand.
Hand: Wolfhide Armor, Blessing of Tsukiyo, Fortified Breastplate, Blessing of Gorum, Renewal, Major Cure,
Displayed: Divine Fortune,
Deck: 12 Discard: 3 Buried: 0
Current Location: Hall of Champions
Hero Points: 3
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): War Drum, Dragonbane Greatsword +2, Belt of Charging, Grappler's Mask, Blessing of Abadar, Golembane Hammer +2, Jorgenfist Spear, Mountain Pattern Armor, Blessing of Gozreh, Dwarven Plate, Mighty Steed, Blessing of the Father of Creation
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
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, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
After the start of Radovan's turn, Amli will play Renewal again. Radovan can draw another card, so can Amli. She draws: War Drum. She will recharge her War Drum to draw Dwarven Earthbreaker from her discard pile.
Hand: Wolfhide Armor, Blessing of Tsukiyo, Fortified Breastplate, Blessing of Gorum, Dwarven Earthbreaker +1, Major Cure,
Displayed: Divine Fortune, Renewal,
Deck: 12 Discard: 2 Buried: 0
Current Location: Gannet Island
Hero Points: 3
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Mighty Steed, Blessing of Gozreh, Jorgenfist Spear, Blessing of the Father of Creation, Mountain Pattern Armor, Golembane Hammer +2, Grappler's Mask, Dwarven Plate, Blessing of Abadar, Dragonbane Greatsword +2, Belt of Charging
Recharged: War Drum,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
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, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| BR Akaitora |
During This Adventure: Your ship is the Devil's Remains.
During This Scenario: STORY BANES
Danger: N/A
Villain: Incutilis --Proxy V1
Henchmen: Gilbrok the tongue, Jakwa Razorbeak, Kipper, Riaris Krine, Giles Halmis
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Henchman
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.
Henchman
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Assassin
To Defeat: Combat 17
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait. If your character has the Human trait, the difficulty of your check to defeat is increased by 3. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.
DURING THIS SCENARIO
At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.(Remember we add 1d4 to all checks against undead, per 5-1E's reward)
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
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
Scenario Level (#): 5
Turn: 5, Radovan/Grimsnik
Ship 4
Traits:
To Defeat:
Craft Disable 6
OR Wisdom Survival 5
When Encountering This Ship:
If you are commanding a ship, you may evade this ship.
When Commanding This Ship:
When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands. When you evade an encounter, recharge a random card
None:
None
Monsters
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
SS
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.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Barriers
SS
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.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Weapons
SS
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate
SS
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic
To Acquire:
Strength
Melee
Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Spells
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
SS
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.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Armors
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
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.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
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.
SS
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.
SS
Item 5
Traits:
Accessory
Piercing
Magic
To Acquire:
Arcane
Melee
Divine 10
If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
SS
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.
Allies
SS
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
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.
SS
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.
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
Current Hour:
SS
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.
Hours Remaining: 24
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Sivanah
SS
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.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Cayden Cailean
SS
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 of Gozreh
SS
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 of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Gozreh
SS
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Sivanah
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0
Besmaran Priest
SS
Ally B
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.
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: None
SS
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.
SS
Henchman 3
Type: Monster
Traits:
Human
Assassin
To Defeat:
Combat 17
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Location #2: Gannet Island
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Grimsnik, Amli/Akaitora, None
Location #3: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
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.
SS
Item 2
Traits:
Tool
Swashbuckling
Besmara
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
SS
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_
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Location #4: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 0 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Damiel/MatsuKurisu, None
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
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.
SS
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.
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Henchman 5
Type: Monster
Traits:
Human
Rogue
Pirate
To Defeat:
Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
If defeated, you may immediately attempt to close the location this hanchman came from.
Location #5: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
SS
Item 4
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
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.
SS
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.
SS
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
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.
Location #6: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Korundo/morph147, None
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
SS
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.
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location #7: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: None
SS
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.
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
SS
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.
| Grimsnik's Radovan |
OOT- Draw Red Carriage from Renewal. Draw Ally- Arronax Endymion. Draw Grogul for 2nd Renewal
Hourglass: Blessing of Achaekek
SOT- Scenario Power: 1d6 ⇒ 6
Reveal Amadi- Reload Wayfinder
Move: Shipwreck Graveyard
Radovan dives in after the dire shark. Combat 22: 1d8 + 2 + 2d6 + 2 + 1d4 + 2 ⇒ (7) + 2 + (2, 3) + 2 + (4) + 2 = 22 Reveal Scoundrel's Sword Cane. Display Manticore next to Fell. Discard Pillaging Mace for AYA structural damage. Discard Arronax Endymion to explore.
Radovan then finds Jakaw Razorbeak protecting the graveyard. BYA Stealth 12: 1d8 + 4 + 1d6 + 2 ⇒ (6) + 4 + (6) + 2 = 18 Reveal Scoundrel's Sword Cane
Combat 20+10: 1d8 + 2 + 1d8 + 3 + 2d6 + 1d4 + 2 + 2d6 + 3 ⇒ (2) + 2 + (1) + 3 + (4, 6) + (4) + 2 + (1, 5) + 3 = 33 Reveal and discard Flaming Longsword +3, Bury Manticore. Display Sea Serpent next to Quang.
Plunder Chart to close: 1d6 ⇒ 3 Animated Shield
Fort 7: 1d8 + 2 + 1d6 + 5 ⇒ (2) + 2 + (1) + 5 = 10 Bury Sea Serpent
WPC damage: 1d4 ⇒ 2 Discard Grogul and Amadi for structural damage
EOT- Display Red Carriage to move to Fringes of the Eye
Hand: Scoundrel's Sword Cane, Animated Shield, Potion of Healing, Wayfinder, Elyana, Sawtooth Sabre +2,
Displayed: Red Carriage,
Deck: 13 Discard: 5 Buried: 2
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"
"
Middle of Deck (Unknown Order): Blessing of the Gods, Blessing of the Samurai, Fortified Breastplate, Keren Rhinn, Surgeon, Grappler's Mask, Blessing of Shax, Blessing of Abadar
Recharged: Arnisant,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 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."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
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.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire 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 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"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."
Shipwreck Graveyard- CLOSED
#1 Dire Shark- banished
#2 Jakaw Razorbeak- banished
Random Ally #1- Arronax Endymion acquired
Random Monster #1 Manticore and #2 Sea Serpent buried
Random Armor #1 Animated Shield acquired
Current Location- Fringes of the Eye
Displayed Red Carriage- While displayed, damage dealt to characters at your location is reduced by 1
| Morph147 Korundo |
Hour is Blessing of the Gods
Start of turn
Ancient Mariner check: 1d6 ⇒ 4
Korundo keeps same power feat
Move
Korundo moves to Scar Bay
First explore
Korundo encounters Scar Bay Card 1: Barroom Brawl
Will attempt Melee. Display Aspect of the wolf to add 1d6 to the check. Reveal Snow leopard to add animal and 1d4 to the check.
Melee 5+5: 1d10 + 3 + 1d6 + 1d4 ⇒ (10) + 3 + (1) + (3) = 17 success
Second explore
Discard Snow Leopard to explore again. Encounter Scar Bay Card 2: Besmara's Bones. Reveal saber-toothed tiger to add aniimal and 1d4 to the check
Survival 8: 1d8 + 5 + 1d4 ⇒ (5) + 5 + (3) = 13 Success. Display Besmara's Bones next to our ship
End turn
Aspect of the Wolf examines the top of location deck to find Scar Bay Card 3: Mercenary.
Recover Aspect of the wolf. Reveal saber toothed tiger to add 1d4 to the check. Divine 10: 1d8 + 6 + 1d4 ⇒ (6) + 6 + (2) = 14
Reset hand. End turn.
"
Hand: Wendifisa Spear, Arboreal Armor, Pteranodon, Boots of Teleportation, Saber-toothed Tiger,
Displayed: Leryn, Besmara's Bones,
Deck: 17 Discard: 1 Buried: 0
Notes: power feat: recharge card to use survival in place of blah
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 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) 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(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: 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
Moved to Scar bay
Banish Scar Bay 1
Acquire scar bay 2
Examine scar bay 3
Notes: Besmara's Bones is displayed next to ship
Damiel {CD} - Matsu Kurisu
|
Out of Turn updates:
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,
Blessing = 2 Damiel/Matsu Kurisu: Blessing of Sivanah
Start of Turn
At: #4: Fringes of the Eye
SoT Bones?: 1d6 ⇒ 6 - No
Give: ac Blasting Pistol +2 to Radovan
Move: No
At This Location: The difficulty of checks to defeat barriers is increased by 3.
Free explore = 1: Blessing of Pharasma, Blessing B: Intelligence 5
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Intelligence 1d10+2, Steal Soul +1d4
Intelligence 5: 1d12 + 3 + 1 + 1d10 + 2 + 1d4 ⇒ (8) + 3 + 1 + (5) + 2 + (1) = 20 - Acquired
Discard ac Blessing of Pharasma, explore = 2: Crawling Cyclops Hands, Barrier 4: Perception 14
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Location DC+3
5-1E: To Seal the Dead boon vs Undead +1d4
Perception 1d6+2, Recovery Potion of Focus +1d10+2+3, Reveal ac Navigator Musket +1 +1d6, Steal Soul +1d4
Perception 17(14+3): 1d6 + 2 + 1d10 + 2 + 3 + 1d6 + 1d4 ⇒ (2) + 2 + (7) + 2 + 3 + (1) + (4) = 21 = Banished
Damiel Defeated a Barrier, explore = 3: Jagged Shoals, Barrier 3: Intelligence 11
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Location DC+3
Intelligence +1d10+2, Steal Soul +1d4, Amli recharges Blessing of Tsukiyo+1d10
Intelligence 14(11+3): 1d10 + 2 + 1d4 + 1d10 ⇒ (1) + 2 + (2) + (3) = 8 - Failing. Use Paizo Reroll
Intelligence 14(11+3): 1d10 + 2 + 2 + 3 ⇒ (1) + 2 + 2 + 3 = 8- Failing. Use Hero Point. 4 remaining
Intelligence 14(11+3): 1d10 + 2 + 1d4 + 1d10 ⇒ (10) + 2 + (2) + (3) = 17 - Banished
Damiel Defeated a Barrier, explore = 4: Storm, Barrier 2: none
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Display 4: Storm @ #4: Fringes of the Eye
End of Turn
Damiel.EoT - Recharge random card: 1d3 ⇒ 2 from discard (ac Keen Falcata +1)
Recovery
Shuffle Potion of Focus
Reset
Discard
Draw Stormrune Knife, ac Potion of Flying
Summary
Location = #4: Fringes of the Eye
Acquired = 1: Blessing of Pharasma
Banished = 2: Crawling Cyclops Hands, 3: Jagged Shoals
Examined =
Display 4: Storm @ #4: Fringes of the Eye
Location =
Banished =
From Box =
Used = Paizo Reroll, Use Hero Point. 4 remaining, Amli recharges Blessing of Tsukiyo
Give = ac Blasting Pistol +2 to Radovan
"Firearm
Ranged
Piercing
Swashbuckling
Magic "
"For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location. "
Other =
Hand: Steel Ibis Lamellar, Galvanic Chakram +1, Splashbolt Crossbow, ac Navigator Musket +1, Stormrune Knife, ac Potion of Flying,
Displayed: Steal Soul, , , , , ,
Deck: 16 Discard: 2 Buried: 1
"Notes: Distant:
Local:
Other: Items Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
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 ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 4
Paizo Reroll USED
Play Mat Card Draw AVAILABLE
| Amli - Akaitora |
Starting Amli's turn. The hour is Blessing of Norgorber.
At the start of her turn, Divine Fortune gets moved to recovery. Then Amli will swap out Blessing of Shax in her discard pile with Major Cure in her hand.
Amli will move to Fringes of the Eye
Amli will explore to encounter Fringes of the Eye Card 5: Barroom Brawl. Damiel, Radovan and Amli all need to encounter Barroom Brawl.
SS Barrier
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.
Amli will discard her Blessing of Shax to bless her Strength check twice.
CtD Melee 13: 3d8 + 4 ⇒ (3, 4, 3) + 4 = 14
Defeated! I suspect people might be using my Blessing of Gorum to add their checks against the Barroom Brawl, however, so I will leave it there for now.
Amli ends her turn. During Recovery, Amli discards Divine Fortune on purpose. Before resetting her hand, she will swap out her Wolfhide Armor for Divine Fortune in her discard pile. Then she will reset her hand.
Hand: Divine Fortune, Mountain Pattern Armor, Fortified Breastplate, Blessing of Gorum, Dwarven Earthbreaker +1,
Displayed:
Deck: 13 Discard: 4 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 3
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Blessing of Abadar, Grappler's Mask, Blessing of the Father of Creation, Dragonbane Greatsword +2, Jorgenfist Spear, Belt of Charging, Dwarven Plate, Mighty Steed, Wolfhide Armor, Golembane Hammer +2, Blessing of Gozreh
Recharged: War Drum, Blessing of Tsukiyo,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
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, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
Blessing of Gorum was available to help with Barroom Brawl. If it was used during my turn, then I will amend my hand afterwards.
| BR Akaitora |
During This Adventure: Your ship is the Devil's Remains.
During This Scenario: STORY BANES
Danger: N/A
Villain: Incutilis --Proxy V1
Henchmen: Gilbrok the tongue, Jakwa Razorbeak, Kipper, Riaris Krine, Giles Halmis
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Henchman
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.
Henchman
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Assassin
To Defeat: Combat 17
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait. If your character has the Human trait, the difficulty of your check to defeat is increased by 3. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.
DURING THIS SCENARIO
At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.(Remember we add 1d4 to all checks against undead, per 5-1E's reward)
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
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
Scenario Level (#): 5
Turn: 9, Radovan/Grimsnik
Ship 4
Traits:
To Defeat:
Craft Disable 6
OR Wisdom Survival 5
When Encountering This Ship:
If you are commanding a ship, you may evade this ship.
When Commanding This Ship:
When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands. When you evade an encounter, recharge a random card
None:
None
Monsters
SS
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.
SS
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Barriers
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
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.
SS
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.
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Weapons
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 4
Traits:
Magic
Arcane
Divine
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armors
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
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.
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
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.
SS
Item B
Traits:
Tool
To Acquire:
Wisdom
Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
SS
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.
Allies
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
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.
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
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.
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
Hours Remaining: 20
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Cayden Cailean
SS
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 of Gozreh
SS
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 of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Gozreh
SS
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Sivanah
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0
Besmaran Priest
SS
Ally B
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.
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: None
SS
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.
SS
Henchman 3
Type: Monster
Traits:
Human
Assassin
To Defeat:
Combat 17
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Location #2: Gannet Island
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Korundo/morph147, None
SS
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_
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Location #4: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Radovan/Grimsnik, Damiel/MatsuKurisu, Amli/Akaitora, Storm
SS
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.
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Henchman 5
Type: Monster
Traits:
Human
Rogue
Pirate
To Defeat:
Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
If defeated, you may immediately attempt to close the location this hanchman came from.
Location #5: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
SS
Item 4
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
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.
SS
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.
SS
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
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.
Location #6: Shipwreck Graveyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #7: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: None
SS
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.
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
SS
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.
Damiel {CD} - Matsu Kurisu
|
Damiel out of turn
Barroom Brawl, Barrier, Veteran, Dexterity 10(5+5)
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.
Location +3DC
Dexterity 1d12+3, Steal Soul +1d4, Damiel.Alchemical discard(Splashbolt Crossbow) +1d10+2
Dexterity 13(10+3): 1d12 + 3 + 1d4 + 1d10 + 2 ⇒ (12) + 3 + (1) + (8) + 2 = 26 - Banished
Hand: Steel Ibis Lamellar, Galvanic Chakram +1, , ac Navigator Musket +1, Stormrune Knife, ac Potion of Flying,
Displayed: Steal Soul, , , , , ,
Deck: 16 Discard: 3 Buried: 1
"Notes: Distant:
Local:
Other: Items Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
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 ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 4
Paizo Reroll USED
Play Mat Card Draw AVAILABLE
| Grimsnik's Radovan |
Barroom Brawl: 3d8 + 2 ⇒ (8, 1, 8) + 2 = 19 Using Amli's Blessing of Gorum
Hourglass: Blessing of the Gods
SOT- Discard Red Carriage and draw a card
Scenario Power: 1d6 ⇒ 2
Combat 15+10: 2d8 + 2 + 2d6 + 2 + 1d4 + 1 + 1d4 ⇒ (8, 1) + 2 + (4, 1) + 2 + (4) + 1 + (1) = 24
Re-roll a d8: 1d8 + 23 ⇒ (3) + 23 = 26 Reveal Scoundrel's Sword Cane and use promo re-roll. display Marine next to Norge
Give: Damiel- Potion of Healing
Move: Raker Shoals
Radovan finds a broken Magic Spyglass.
Elyana tells Radovan of a Potion of Heroism at Dagon's Jaws. Discard Elyana to examine #1 Dagon's Jaws- Potion of Heroism then move to Fringes and explore
Radovan is blessed by Gorum. Str 4: 1d8 + 2 ⇒ (5) + 2 = 7
Hand: Scoundrel's Sword Cane, Animated Shield, Blessing of Gorum, Wayfinder, Fortified Breastplate, Sawtooth Sabre +2,
Displayed: Norge: Marine,
Deck: 12 Discard: 7 Buried: 2
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: used; Playmat- Available
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"
"
Middle of Deck (Unknown Order): Keren Rhinn, Grappler's Mask, Blessing of Abadar, Blessing of the Gods, Blessing of Shax, Surgeon
Recharged: Arnisant, Blessing of the Samurai,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 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."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
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.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire 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 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"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."
Fringes of the Eye
#1- Blessing of Gorum: Acquired
Location #1 Dagon's Jaws #1- Potion of Heroism: Examined
Raker Shoals
#1 Magic Spyglass: banished
Random Monster #1 drawn
Damiel- Potion of Healing given
Amli- Blessing of Gorum used
| Grimsnik's Radovan |
Forgot to Roll for the Storm after dealing with the Ancient Mariner
Storm: 1d6 ⇒ 6 Storm is banished
| Morph147 Korundo |
Hour is Blessing of the Gods
Start of turn
Leryn Examines the top of the location deck to find Scar Bay Card 1 (Mercenary): Mercenary.
Korundo keeps same power feat.
Scenario : 1d6 ⇒ 4 Success
First explore
Korundo will encounter Scar Bay Card 1 (Mercenary): Mercenary
Will Reveal Wendifisa Spear to use Survival+1d12+1. Will reveal Saber-toothed tiger to add animal and 1d4 to the check.
Combat 10+5: 1d8 + 5 + 1d12 + 1 + 1d4 ⇒ (3) + 5 + (9) + 1 + (2) = 20 Success. Banish Mercenary
Second Explore
Knowning that the top of Location 7 is a pain from an earlier examine, but thinks he has the resources to defeat, Korundo will discard Pteranodon to move to Location #7: Dagon's Jaws and explore. All explorations this turn have +1d6 for the check.
Encounter Dagon's Jaws Card 1: Owlbeartross,
BYA encounter Riptide Grindylow
Reveal Wendifisa Spear to use survial+1d12+1
+1d6 from Pteranodon
+1d4 from revealing saber-toothed tiger and adding animal trait
+10 to difficulty due to not having attack trait and scenario effect
Combat 11+10: 1d8 + 5 + 1d12 + 1 + 1d6 + 1d4 ⇒ (8) + 5 + (6) + 1 + (1) + (2) = 23 Success. Add 4 to difficulty against Owlbeartross
First combat, Reveal Wendifisa Spear to use survial+1d12+1
+1d6 from Pteranodon
+1d4 from revealing saber-toothed tiger and adding animal trait
Combat 13+4: 1d8 + 5 + 1d12 + 1 + 1d6 + 1d4 ⇒ (2) + 5 + (2) + 1 + (2) + (1) = 13 Spend a hero point reroll. Will have 8 hero points left
Combat 13+4: 1d8 + 5 + 1d12 + 1 + 1d6 + 1d4 ⇒ (5) + 5 + (6) + 1 + (2) + (3) = 22 Success
Second Combat Reveal Wendifisa Spear to use survial+1d12+1
+1d6 from Pteranodon
+1d4 from revealing saber-toothed tiger and adding animal trait
Recharge Saber-toothed Tiger to add +1d6 to the check.
Combat 15+4: 1d8 + 5 + 1d12 + 1 + 1d6 + 1d4 + 1d6 ⇒ (5) + 5 + (5) + 1 + (6) + (1) + (6) = 29 Success. Banish Owlbeartross. When Owlbeartross is defeated search location deck for next non-villian monster and banish it. Banish Dagon's Jaws Card 2: Norgorber Cultist.
Recharge Boots of Teleportation to move to Scar Bay.
Place Leryn on top of my deck to examine top 2 cards
Scar Bay Card 2: Gilbrok the Tongue
Scar Bay Card 3: Canopy Creeper
Will leave the order the same.
End turn
Reset hand, display Leryn
"
Hand: Wendifisa Spear, Arboreal Armor, Aspect of the Bear, Blessing of Gozerh,
Displayed: Leryn, Besmara's Bones,
Deck: 17 Discard: 2 Buried: 0
Notes: power feat: recharge card to use survival in place of blah
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 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) 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(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: 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
Final Location= Scar Bay
Banish = Scar Bay#1, Location 7, Dagon's Jaws Cards 1 and Card #2
Examine Scar Bay #2, Scar Bay 3
Damiel {CD} - Matsu Kurisu
|
Out of Turn updates:
Recieve Potion of Healing from Radovan
Shuffle Potion of Healing, Heal Radovan: 1d4 ⇒ 2 before he moves
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,
Blessing = 2 Damiel/Matsu Kurisu: Blessing of the Gods
Start of Turn
At: #4: Fringes of the Eye
SoT Bones?: 1d6 ⇒ 3 - No
Give: No
Move: No
At This Location: The difficulty of checks to defeat barriers is increased by 3.
Free explore = 1: Blessing of Gorum, Blessing B: Strength 4
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.
Strength 1d4, Steal Soul +1d4
Strength 4: 1d4 + 1d4 ⇒ (2) + (2) = 4 - Acquired
Discard ac Blessing of Gorum, explore = 2: Cut-Throat Grok, Ally 1: Constitution 5
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Constitution 1d6, Steal Soul +1d4
Constitution 5: 1d6 + 1d4 ⇒ (6) + (1) = 7 - Acquired
Discard ac Cut-Throat Grok, explore +swashbuckling on combat =
3: Giffer Tibbs, Ally B: Charisma 6
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Charisma 1d4, Steal Soul +1d4
Charisma 6: 1d4 + 1d4 ⇒ (1) + (1) = 2 - Banished
End of Turn
Damiel.EoT - Recharge random card: 1d5 ⇒ 5 from discard (ac Cut-Throat Grok)
Recovery
Reset
Discard
Draw Blessing of Kofusachi
Summary
Location = #4: Fringes of the Eye
Acquired = 1: Blessing of Gorum, 2: Cut-Throat Grok
Banished = 3: Giffer Tibbs
Examined =
Location =
Banished =
From Box =
Used =
Give =
Other = Heal Radovan: 2 before he moves
Hand: Steel Ibis Lamellar, Galvanic Chakram +1, ac Navigator Musket +1, Stormrune Knife, ac Potion of Flying, Blessing of Kofusachi,
Displayed: Steal Soul, , , , , ,
Deck: 17 Discard: 4 Buried: 1
"Notes: Distant: Blessing available
Local:
Other: Items Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
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 ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 4
Paizo Reroll USED
Play Mat Card Draw AVAILABLE
Damiel {CD} - Matsu Kurisu
|
Correct turn
Out of Turn updates:
Recieve Potion of Healing from Radovan
Shuffle Potion of Healing, Heal Radovan: 1d4 ⇒ 2 before he moves
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,
Blessing = 2 Damiel/Matsu Kurisu: Blessing of the Gods
Start of Turn
At: #4: Fringes of the Eye
SoT Bones?: 1d6 ⇒ 3 - No
Give: No
Move: No
At This Location: The difficulty of checks to defeat barriers is increased by 3.
Free explore = 1: Blessing of Gorum, Blessing B: Strength 4
Spoiler:
Strength 1d4, Steal Soul +1d4
Strength 4: 1d4 + 1d4 ⇒ (2) + (2) = 4 - Acquired
Free explore = 2: Cut-Throat Grok, Ally 1: Constitution 5
Spoiler:
Constitution 1d6, Steal Soul +1d4
Constitution 5: 1d6 + 1d4 ⇒ (6) + (1) = 7 - Acquired
Discard ac Cut-Throat Grok, explore +swashbuckling on combat =
3: Giffer Tibbs, Ally B: Charisma 6
Spoiler:
Charisma 1d4, Steal Soul +1d4
Charisma 6: 1d4 + 1d4 ⇒ (1) + (1) = 2 - Banished
End of Turn
Damiel.EoT - Recharge random card: 1d5 ⇒ 5 from discard (ac Cut-Throat Grok)
Recovery
Reset
Discard
Draw Blessing of Kofusachi
Summary
Location = #4: Fringes of the Eye
Acquired = 1: Blessing of Gorum, 2: Cut-Throat Grok
Banished = 3: Giffer Tibbs
Examined =
Location =
Banished =
From Box =
Used =
Give =
Other = Heal Radovan: 2 before he moves
Hand: Steel Ibis Lamellar, Galvanic Chakram +1, ac Navigator Musket +1, Stormrune Knife, ac Potion of Flying, Blessing of Kofusachi,
Displayed: Steal Soul, , , , , ,
Deck: 17 Discard: 3 Buried: 1
"Notes: Distant: Blessing available
Local:
Other: Items Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
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 ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 4
Paizo Reroll USED
Play Mat Card Draw AVAILABLE
| Grimsnik's Radovan |
Cards Healed: 2d6 ⇒ (2, 5) = 7
| Amli - Akaitora |
During Amli's last turn, Radovan used Amli's Blessing of Gorum. Instead of having it in her hand, she would have had: Dwarven Plate.
Starting Amli's turn. The hour is Blessing of the Gods.
At the start of her turn, Amli swaps out her Mountain Pattern Armor for Renewal in her discard pile.
Also at the start of her turn, the scenario effect resolves.
Mariner?: 1d6 ⇒ 3
Between phases, Amli casts Renewal. Radovan, Damiel and Amli each draw a card. Amli draws her Jorgenfist Spear.
Amli will Display Divine Fortune. Until the start of Amli's next turn, all checks local to her have 1d6 added.
Amli will explore to encounter Fringes of the Eye Card 4: Kipper. Kipper deals 1d4+1 Ranged Combat Damage to a random character.
Random Character, A D K R: 1d4 ⇒ 4 Radovan takes the damage
Ranged damage for Radovan: 1d4 + 1 ⇒ (3) + 1 = 4
Amli will reveal her Jorgenfist Spear to use her Melee +2d6+3. After revealing a weapon, Amli will display her Fortified Breastplate and Dwarven Plate to add +4 to her check. Amli will ask Radovan to discard his Blessing of Gorum to bless Amli's combat strength check twice. Because Radovan is local, Radovan can recharge any card from his discard pile after playing a blessing on Amli. Divine Fortune adds +1d6.
CtD Combat 19+10 (no attack trait): 3d8 + 4 + 2d6 + 3 + 4 + 1d6 ⇒ (8, 6, 7) + 4 + (2, 2) + 3 + 4 + (6) = 42
Defeated!
Amli will attempt to close by summoning and encountering a random barrier.
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
That's a pretty bad one for Amli. At most I would have ~20% chances of success even throwing a Hero Point at it. I'll just accept my fate. Amli fails the check to defeat.
Electricity Damage: 1d4 ⇒ 1
Amli discards her Dwarven Earthbreaker as Electricity Damage. Radovan and Damiel each take 1 Electricity Damage.
Amli will end her turn. When she does, Renewal gets banished to her Recovery Area and her Dwarven Plate and Fortified Breastplate go back into her hand. During Recovery, she will attempt to recharge Renewal.
Recharge Renewal, Divine 11: 1d10 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10
Hand: Belt of Charging, Jorgenfist Spear, Dwarven Plate, Fortified Breastplate, Blessing of Gozreh,
Displayed: Divine Fortune,
Deck: 9 Discard: 7 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 3
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor. DIVINE FORTUNE DISPLAYED. ALL LOCALS CHECKS HAVE +1D6 ADDED
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Blessing of Abadar, Mighty Steed, Dragonbane Greatsword +2, Golembane Hammer +2, Blessing of the Father of Creation, Grappler's Mask, Wolfhide Armor
Recharged: War Drum, Blessing of Tsukiyo,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
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, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| BR Akaitora |
During This Adventure: Your ship is the Devil's Remains.
During This Scenario: STORY BANES
Danger: N/A
Villain: Incutilis --Proxy V1
Henchmen: Gilbrok the tongue, Jakwa Razorbeak, Kipper, Riaris Krine, Giles Halmis
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Henchman
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.
Henchman
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Assassin
To Defeat: Combat 17
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait. If your character has the Human trait, the difficulty of your check to defeat is increased by 3. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.
DURING THIS SCENARIO
At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.(Remember we add 1d4 to all checks against undead, per 5-1E's reward)
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
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
Scenario Level (#): 5
Turn: 13, Radovan/Grimsnik
Ship 4
Traits:
To Defeat:
Craft Disable 6
OR Wisdom Survival 5
When Encountering This Ship:
If you are commanding a ship, you may evade this ship.
When Commanding This Ship:
When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands. When you evade an encounter, recharge a random card
None:
None
Monsters
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barriers
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
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.
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Weapons
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spells
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
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.
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
SS
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.
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
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.
Items
SS
Item 5
Traits:
Accessory
Magic
Swashbuckling
To Acquire:
Charisma
Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
SS
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.
SS
Item B
Traits:
Object
Magic
To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
SS
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.
Allies
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 3
Traits:
Human
Surgeon
To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Blessings
SS
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
Hours Remaining: 16
Hourglass
Blessing of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Cayden Cailean
SS
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 of Gozreh
SS
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 of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Gozreh
SS
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Sivanah
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0
Besmaran Priest
SS
Ally B
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.
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: None
SS
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.
SS
Henchman 3
Type: Monster
Traits:
Human
Assassin
To Defeat:
Combat 17
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Location #2: Gannet Island
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Korundo/morph147, None
SS
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Location #4: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Grimsnik, Damiel/MatsuKurisu, Amli/Akaitora,
Location #5: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
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.
SS
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.
SS
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
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.
Location #6: Shipwreck Graveyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #7: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
SS
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.
| Grimsnik's Radovan |
OOT- Draw Blessing of the Gods for Renewal. Kipper- Radovan's power reduces 1 range combat damage. Reveal Fortified Breastplate to reduce remaining 3 damage to 0. Display Dire Shark next to Quang. Discard Blessing of Gorum for Amli's check and recharge Grogul. Discard Sawtooth Sabre +2 for Electricity damage.
Hourglass: Blessing of the Gods
SOT- Scenario Power: 1d6 ⇒ 6
Move: Raker Shoals
#1 Humanbane Gladius +2. Str 11: 1d8 + 2 + 1d6 + 4 ⇒ (5) + 2 + (5) + 4 = 16 Bury Dire Shark. Recharge Wayfinder to move to #7 Dagon Jaws and examine top card-Pirate Captain.
Hand: Scoundrel's Sword Cane, Animated Shield, Blessing of the Samurai, Humanbane Gladius +2, Fortified Breastplate, Blessing of the Gods,
Displayed: Norge: Marine,
Deck: 13 Discard: 6 Buried: 3
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: used; Playmat- Available
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"
"
Middle of Deck (Unknown Order): Blessing of Abadar, Surgeon, Arnisant, Grappler's Mask, Keren Rhinn, Blessing of Shax, Arronax Endymion
Recharged: Grogul, Wayfinder,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 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."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
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.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire 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 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"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."
Raker Shoals
#1 Humanbane Gladius +2 acquired
Current Location #7 Dagon Jaws
#1 Examined Pirate Captain
| Morph147 Korundo |
Hour is Blessing of Erastil
Start of turn
Korundo keeps the same power feat.
Move
Korundo recognizes he can not defeat the henchman at his location due to no attack trait. Instead he runs over to Raker Shoals to see what he can see.
First explore
encounter Raker Shoals Card 2: Blessing of Gozreh.
Divine 5: 1d8 + 6 ⇒ (5) + 6 = 11 succeed
second explore
discard blessing of gozreh to explore again. Encounter Raker Shoals Card 3: Pirate Hunting
Random ship: 1d10 ⇒ 2 Encounter Kraken
Will attempt survival. reveal aspect of the bear to add animal and 1d4 to the check. 1d4 is added to the check since ship has the pirate trait from scenario reward.
Survival 8: 1d8 + 5 + 1d4 + 1d4 ⇒ (3) + 5 + (3) + (1) = 12 Success. Korundo adds Kraken to his chronicle sheet as if it has been seized.
plunder : 1d6 ⇒ 4 Random Item added to plunder
End of turn
Recharge Arboreal Armor.
Reset hand. End turn.
"
Hand: Wendifisa Spear, Call Animal, Aspect of the Bear, Blessing of Gozerh, ac Pteranodon,
Displayed: Leryn, Besmara's Bones,
Deck: 16 Discard: 3 Buried: 0
Notes: power feat: recharge card to use survival in place of blah. Besmara's card reduces structural damage by 1
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 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) 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(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: 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 move to Rakor Shores
acquire = Rakor Shores #2
Banish = Rakor Shores #3
Plunder= add an Item plunder to ship
Kraken added to chronical sheet as a seized ship
Note=Besmara's Bones reduces structural damage by 1.
Damiel {CD} - Matsu Kurisu
|
Out of Turn updates:
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,
Blessing = 2 Damiel/Matsu Kurisu: Blessing of the Gods
Start of Turn
At: #4: Fringes of the Eye
SoT Bones?: 1d6 ⇒ 6 - No
SS Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10. 5-1E's reward +1d4
Reveal Stormrune Knife 1d12+3+1d4+2, Recharge Stormrune Knife(Steel Ibis Lamellar, Stormrune Knife, Galvanic Chakram +1, Flame Cannon) +4d4, 5-1E's reward +1d4, Freely Recovery Flame Cannon +2d8
Combat 25: 1d12 + 3 + 1d4 + 2 + 4d4 + 1d4 + 2d8 ⇒ (5) + 3 + (3) + 2 + (3, 2, 4, 2) + (2) + (5, 6) = 37 - Banished
Display Steal Soul
Give: No
Move: #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
Free explore = 1: Potion of Heroism, Item 1: Craft 7
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.
Craft 1d10+2+3, Steal Soul +1d4
Craft 7: 1d10 + 2 + 3 + 1d4 ⇒ (4) + 2 + 3 + (4) = 13 - Acquired
Display 1: Potion of Heroism
Discard Blessing of Kofusachi explore = 2: Giles Halmis, Henchman 3: Combat 17
Traits:
Human
Assassin
To Defeat:
Combat 17
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA 1 Ranged damage, Reveal Steel Ibis Lamellar -3 to 0
Reveal & Recharge Stormrune Knife(Steel Ibis Lamellar, Galvanic Chakram +1, ac Navigator Musket +1, Stormrune Knife) 1d12+3+1d4+2+4d4, Potion of Heroism +1d6, Steal Soul +1d4
No attack, DC+10
Combat 27(17+10): 1d12 + 3 + 1d4 + 2 + 4d4 + 1d6 + 1d4 ⇒ (4) + 3 + (3) + 2 + (3, 1, 2, 1) + (6) + (4) = 29 - Banished
Location #1: Dagon's Jaws
When Closing: summon and defeat the henchman Vrykolakas.
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.
Reveal and Bury ac Navigator Musket +1 1d12+3+1d10+1+1d10, Potion of Heroism +1d6, Steal Soul +1d4, Damiel.Alchemical discard(ac Potion of Flying) +1d10+2, recharge Steel Ibis Lamellar +1d6
No attack, DC+10
Combat 30(20+10): 1d12 + 3 + 1d10 + 1 + 1d10 + 1d6 + 1d4 + 1d10 + 2 + 1d6 ⇒ (2) + 3 + (6) + 1 + (6) + (4) + (1) + (6) + 2 + (6) = 37- Banished
Location #1: Dagon's Jaws CLOSED
Vrykolakas deals Poison damage: 1d4 ⇒ 4 (Only card in hand - Galvanic Chakram +1)
deals Poison damage]1d4[/dice] (Only card in hand - Galvanic Chakram +1)
End of Turn
Damiel.EoT - Recharge random card: 1d6 ⇒ 6 from discard (Galvanic Chakram +1)
Recovery
Shuffle ac Potion of Heroism
Reset
Discard
Draw Steel Ibis Lamellar, ac Potion of Heroism, Potion of Focus, rd Potion of Healing, ac Keen Rapier +3, Blessing of Abadar
Summary
Location = #1: Dagon's Jaws CLOSED
Acquired = 1: Potion of Heroism
Banished = 2: Giles Halmis
Examined =
Location =
Banished =
From Box =
Used =
Give =
Other =
Hand: Steel Ibis Lamellar, ac Potion of Heroism, Potion of Focus, rd Potion of Healing, ac Keen Rapier +3, Blessing of Abadar,
Displayed: Steal Soul, , , , , ,
Deck: 15 Discard: 5 Buried: 2
"Notes: Distant: Blessing available
Local:
Other: Items Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
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 ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 4
Paizo Reroll USED
Play Mat Card Draw AVAILABLE
| Amli - Akaitora |
Starting Amli's turn. The hour is Blessing of the Gods.
At the start of her turn, Amli will swap out Dwarven Plate in her hand with Dwarven Earthbreaker in her discard pile. Divine Fortune is moved to Recovery.
Amli will forgo her exploration phase.
At the end of her turn, Amli's location is empty. She will attempt to close it by summoning a random barrier.
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
For her check to defeat an Obstacle barrier, Amli will reveal her Dwarven Earthbreaker to use her Melee +2d6+1 for her check to defeat. After revealing a weapon for its power, she will display her Blessing of Gozreh and Fortified Breastplate to add 4 to her check to defeat.
CtD Melee 14: 1d8 + 4 + 2d6 + 1 + 4 ⇒ (7) + 4 + (1, 1) + 1 + 4 = 18
Defeated! Fringes of the Eye is closed. Amli gets moved to a random location.
Random location: 1d5 ⇒ 1
Amli moves to Dragon Jaws #1.
When Fringes of the Eye is permanently closed, 4 random barriers and Blessings are added to it, then I encounter the top card: Blessing of Abadar. (I put on my BR hat for a bit during the turn, did the randomizing through the interface).
CtA Divine 5: 1d10 + 1 ⇒ (9) + 1 = 10
Acquired!
Amli will end her turn. When she does, she retrieves her Fortified Breastplate and Blessing of Gozreh from her display area. Divine Fortune is banished to recovery and then discarded. Before resetting her hand she will recharge her Fortified Breastplate.
Hand: Belt of Charging, Jorgenfist Spear, Blessing of Shax, Blessing of Abadar, Blessing of Gozreh,
Displayed: Divine Fortune,
Deck: 9 Discard: 7 Buried: 0
Current Location: Dragon's Jaws #1
Hero Points: 3
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Wolfhide Armor, Grappler's Mask, Mighty Steed, Golembane Hammer +2, Blessing of the Father of Creation, Dragonbane Greatsword +2
Recharged: War Drum, Blessing of Tsukiyo, Fortified Breastplate,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
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, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| Grimsnik's Radovan |
For some reason it did not show on my last turn, I recharged Wayfinder to move to #7 Dagon Jaws and examined the top card.
Hourglass: Blessing of Erastil
SOT: 1d6 ⇒ 2
Combat 15+10: 2d8 + 2 + 2d6 + 2 + 1d4 + 1d4 + 1 ⇒ (5, 7) + 2 + (3, 4) + 2 + (3) + (3) + 1 = 30 Reveal Scoundrel's Sword Cane. Recharge Blessing of the Samurai. Display Sea Troll next to Quang.
Move: no
Radovan moves in to attack the pirate captain. BYA recharge Animated Shield
Combat 12+5: 1d8 + 2 + 1d6 + 2 + 1d8 + 2 + 1d4 ⇒ (2) + 2 + (2) + 2 + (1) + 2 + (3) = 14 Combat 12+5: 1d8 + 2 + 1d6 + 2 + 1d8 + 2 + 1d4 ⇒ (3) + 2 + (1) + 2 + (7) + 2 + (4) = 21 Reveal Humanbane Gladius +2. Spend Hero Point for re-roll. AYA- Besmara's Bones reduce Structural Damage by 1. Discard Humanbane Gladius +2 for last point of damage. Display Koko next to Norge.
Vrykolakas blocks the way out of the jaws. Combat 20+10: 2d8 + 2 + 2d6 + 2 + 1d4 + 1d4 + 1 + 1d8 + 4 ⇒ (5, 7) + 2 + (3, 2) + 2 + (1) + (4) + 1 + (7) + 4 = 38 Reveal Scoundrel's Sword Cane. Banish Koko. Discard Blessing of the Gods. Fell reduces AYA poison to 0. Display Sea Serpent next to Norge.
#7 Dagon's Jaws- Closed WPC- Draw Arnisant then recharge it
Hand: Scoundrel's Sword Cane, Blessing of Abadar, Blessing of Shax, Grappler's Mask, Fortified Breastplate, Surgeon,
Displayed: Norge: Marine, Quang: Sea Troll, Norge: Sea Serpent,
Deck: 11 Discard: 8 Buried: 3
Hero Points: 2
"NOTES:
Available Support: T-shirt Re-Roll: used; Playmat- Available
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"
"
Middle of Deck (Unknown Order): Arronax Endymion, Keren Rhinn
Recharged: Grogul, Wayfinder, Blessing of the Samurai, Animated Shield, Arnisant,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 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."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
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.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire 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 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"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."
#7 Dagon's Jaws- closed
Random Monsters 2-4 drawn.
| Morph147 Korundo |
Hour is Blessing of the Gods
Start of turn
Korundo will keep same power feat
Ancient Mariner : 1d6 ⇒ 2
Reveal wendifisa spear to survival+1d12+1. Reveal aspect of the bear to add animal and 1d4
Combat 15: 1d8 + 5 + 1d12 + 1 + 1d4 ⇒ (6) + 5 + (9) + 1 + (3) = 24 Success
Play call animal to get Saber-toothed tiger from deck.
First explore
Discard Pteranodon to move to Scar Bay and explore and add 1d6 to all combat checks this exploration. Encounter Gilbrok the Tongue
-Reveal and discard Wendifisa spear to use survival+1d12+1+1d12
-1d6 will come from Pteranodon
-1d6 will come from recharge saber-toothed tiger
-1d4 for monster having pirate trait from 5-4 reward
-1d4 from reveal aspect of the bear and adding animal trait to check.
-1d8 from playing blessing of gozerh
--- subtract 8 since not using swashbuckling trait on the check.
Combat 28(18+10): 1d8 + 5 + 1d12 + 1 + 1d12 + 1d6 + 1d6 + 1d4 + 1d4 + 1d8 - 8 ⇒ (7) + 5 + (6) + 1 + (6) + (2) + (5) + (4) + (4) + (6) - 8 = 38
Success, banish Gilbrok the Tongue and attempt to close.
will do divine. Reveal aspect of the bear to add 1d4 to the check
Divine 8: 1d8 + 6 + 1d4 ⇒ (1) + 6 + (4) = 11 Success
Before closing, dealt 3 combat damage for number of monsters left in location. Play Aspect of the bear to reduce combat damage by 3.
end of turn
Recover call animal Divine 6: 1d8 + 6 ⇒ (6) + 6 = 12 Success
recover aspect of the bear Divine 8: 1d8 + 6 ⇒ (3) + 6 = 9 Success
reset hand. End turn.
"
Hand: Blessing of the Ancients, Headband of the Wolf, Svingli's Eye, Blessing of Gorum, Monkey,
Displayed: Leryn, Besmara's Bones,
Deck: 13 Discard: 6 Buried: 0
Notes: power feat: recharge card to use survival in place of blah. Besmara's card reduces structural damage by 1. Blessing and Svingli's eye is avaliable for boss
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 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) 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(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: 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
Banish = Scar Bay 1
close = Scar Bay
| BR Akaitora |
During This Adventure: Your ship is the Devil's Remains.
During This Scenario: STORY BANES
Danger: N/A
Villain: Incutilis --Proxy V1
Henchmen: Gilbrok the tongue, Jakwa Razorbeak, Kipper, Riaris Krine, Giles Halmis
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Henchman
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.
Henchman
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Assassin
To Defeat: Combat 17
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait. If your character has the Human trait, the difficulty of your check to defeat is increased by 3. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.
DURING THIS SCENARIO
At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.(Remember we add 1d4 to all checks against undead, per 5-1E's reward)
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
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
Scenario Level (#): 5
Turn: 19, Damiel/MatsuKurisu
Ship 4
Traits:
To Defeat:
Craft Disable 6
OR Wisdom Survival 5
When Encountering This Ship:
If you are commanding a ship, you may evade this ship.
When Commanding This Ship:
When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands. When you evade an encounter, recharge a random card
None:
None
Monsters
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
Barriers
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
SS
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.
SS
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.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Weapons
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Spells
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Armors
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
SS
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.
SS
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
Allies
SS
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.
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 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 Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
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.
Current Hour:
SS
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.
Hours Remaining: 10
Hourglass
Blessing of Gozreh
SS
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 of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Gozreh
SS
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Sivanah
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0
Bottled Lightning
SS
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Besmaran Priest
SS
Ally B
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.
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location #1: Dagon's Jaws
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/MatsuKurisu, Amli/Akaitora, None
Location #2: Gannet Island
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Scar Bay
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Korundo/morph147, None
Location #4: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Permanently Closed: .
M: 0 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 0
Located/Displayed Here:
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
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.
Location #5: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
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.
Location #6: Shipwreck Graveyard
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #7: Dagon's Jaws
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Grimsnik, None
Damiel {CD} - Matsu Kurisu
|
Out of Turn updates:
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,
Blessing = 6 Damiel/Matsu Kurisu: Blessing of Cayden Cailean
Start of Turn
At: #1: Dagon's Jaws
SoT Bones?: 1d6 ⇒ 1- Yes
SS Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10. 5-1E's reward +1d4
Reveal ac Keen Rapier +3 (4s as 5) 1d4+2d4+3, 5-1E's reward +1d4, Display ac Potion of Heroism +1d6, Steal Soul +1d4, Damiel.Alchemical(rd Potion of Healing) +1d10+2
Combat 25: 1d4 + 2d4 + 3 + 1d4 + 1d6 + 1d4 + 1d10 + 2 ⇒ (3) + (1, 3) + 3 + (1) + (6) + (1) + (1) + 2 = 21 - Failing. Use Hero Point. 3 remaining
Combat 25: 1d4 + 2d4 + 3 + 1d4 + 1d6 + 1d4 + 1d10 + 2 ⇒ (3) + (4, 1) + 3 + (2) + (1) + (4) + (8) + 2 = 28 - +2 = 30. Banished
Give: No
Move: #5: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
Free explore = 1: Incutilis, Villain 5: Special
Traits:
Aberration
Aquatic
To Defeat:
See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
summon and encounter M1: Pirate Guard, Monster 4: Combat 29(19+10)
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Discard ac Keen Rapier +3 (4s as 5) 1d4+2d4+3+1d4, Potion of Heroism +1d6, Steal Soul +1d4, Damiel.Alchemical(Potion of Focus) +1d10+2, Korundo discards Blessing of Gorum +2d4, Korundo discards Svingli's Eye +1d4+2
Combat 25: 1d4 + 2d4 + 3 + 1d4 + 1d6 + 1d4 + 1d10 + 2 + 2d4 + 1d4 + 2 ⇒ (1) + (1, 1) + 3 + (2) + (4) + (3) + (6) + 2 + (1, 3) + (1) + 2 = 30 +1 = 31: Pirate Guard defeated => Incutilis defeated. We win
| BR Akaitora |
5-5B: DEVELOPMENT
Breathing heavily, you look around. The incutilises have been thoroughly destroyed. Your surgeon Rekkish examines a catatonic sailor who had been under the incutilises' control. "There's nothing I can do for her."
Rekkish indicates others lying on the deck whose heads bear the telltale wounds of the incutilises' assault and sighs, "They're all dead. Whatever those things did to control them killed them." She shakes her head sadly and moves off to tend to those she can help.
It's never easy to lose crewmates. Still, give the circumstances, it could have been much worse. If you hadn't arrived as quickly as you did, your whole crew may well have fallen to these strange monsters.
REWARDS
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger's Kiss. At the end of each scenario, return the loot cards to the game box.
Loot
Type: Ally
Traits: Human Rogue Pirate
To Acquire:
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during the exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.
Loot
Type: Weapon
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire:
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. Add another 1d6+2 if the bane has the Outsider trait. Add 2 if a blessing is played on this check, of 5 if it is Blessing of Norgorber. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
ACQUIRED CARDS
Pteranodon (Ally 4)
Cut-Throat Grok (Ally 1)
Arronax Endymion (Ally 5)
Animated Shield (Armor 4)
Blessing of Gorum (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of Gozreh (Blessing B)
Potion of Heroism (Item 1)
Besmara's Bones (Item 2)
Potion of Flying (Item 3)
Potion of Healing (Item B)
Navigator Musket +1 (Weapon 3)
Blasting Pistol +2 (Weapon 5)
Humanbane Gladius +2 (Weapon 5)
Keen Falcata +1 (Weapon 2)
Keen Rapier +3 (Weapon 5)
| BR Akaitora |
5-5C: BENEATH THE WAVES
In your rush out of the prayer room beneath the wai-gaa, you had pocketed a handful of pearls. Given time to study them, you determined that they contain magic that will allow you not only to breathe underwater, but also to move about freely beneath the waves.
With the problem of underwater navigation solved, you set course for Xidao's capital, Yashabaru. You spend your time reading about fishfolk and brushing up on their language, Aquan. Convincing them to help you won't be easy, but you're going to be as prepared as you can be.
The brightly colored trade spires of Yashabaru are a sight to see! Blue, gree, orange, yellow, and red corals spiral up out of the water, forming large platforms teeming with activity. Atop each of the spires are dozens of stalls minded by local fishfolk merchants. The stalls are covered with brightly colored awnings to protect purveyors, customers, and goods from the sun and the sea birds. The smells of fish and seafood carry on the light breeze and mingle with the scent of the ocean. The buzz of shouting voices drowns out the screeching of the gulls. "Beautiful!" Sengati exclaims. Rekkish nods in agreement.
In order to get an audience with the fishfolk's queen, you're going to need connections, and that means offering favors and spending gold. You visit several of the largest stalls in turn, intending to be the best customer each has had in weeks. In addition to practical supplies like food and weapons, you purchase works of art to demonstrate your wealth and taste. Soon, your presence draws attention from all across the trade spires.
Not to figure out who among the people on the spires has enough influence to help you in your quest.
STORY BANES
Villain: NONE
Henchmen: NONE
DURING THIS SCENARIO
Your ship is anchored at the Harbor.
At the start of the first durn, draw the loot Pearl of the Sirines from the box.
When you defeat a bane, you may roll the plunder die and shuffle a boon of the rolled type from the box into your location deck.
The difficulty to acquire boons is increased by 5. When you acquire a boon, put it in a victory pile next to your character. To win, each character must have at least 5 boons in her victory pile.
| BR Akaitora |
During This Adventure: Your ship is the Devil's Remains.
During This Scenario: STORY BANES
Villain: NONE
Henchmen: NONE
DURING THIS SCENARIO
Your ship is anchored at the Harbor.
At the start of the first durn, draw the loot Pearl of the Sirines from the box.
When you defeat a bane, you may roll the plunder die and shuffle a boon of the rolled type from the box into your location deck.
The difficulty to acquire boons is increased by 5. When you acquire a boon, put it in a victory pile next to your character. To win, each character must have at least 5 boons in her victory pile.
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
Scenario Level (#): 5
Turn: 1, Amli/Akaitora
Ship 4
Traits:
To Defeat:
Craft Disable 6
OR Wisdom Survival 5
When Encountering This Ship:
If you are commanding a ship, you may evade this ship.
When Commanding This Ship:
When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands. When you evade an encounter, recharge a random card
None:
None
Monsters
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Barriers
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
SS
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.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
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.
Weapons
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
Spells
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity 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.
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Armors
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 5
Traits:
Accessory
Piercing
Magic
To Acquire:
Arcane
Melee
Divine 10
If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
SS
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.
SS
Item 5
Traits:
Accessory
Magic
Aquatic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
Allies
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Blessings
SS
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.
SS
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.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 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 Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 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 Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
Current Hour:
SS
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.
Hours Remaining: 29
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
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.
Blessing of Besmara
SS
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 of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
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.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Besmara
SS
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 of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Gozreh
SS
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
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.
Plunder Deck
W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0
Topaz of Strength
SS
Item B
Traits:
Object
Magic
To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Zul
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Location #1: Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Grimsnik, Korundo/morph147, Damiel/MatsuKurisu, Amli/Akaitora, The Devil's Remains (anchored)
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
SS
Item 5
Traits:
Accessory
Magic
Swashbuckling
To Acquire:
Charisma
Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Location #2: Sacred Spring
At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 0
Located/Displayed Here: None
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
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.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
SS
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_
Location #3: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
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.
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
SS
Item 4
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
SS
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.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
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.
Location #4: House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
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.
SS
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.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Location #5: Fishing Village
At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Item 2
Traits:
Tool
Swashbuckling
Besmara
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
SS
Ally B
Traits:
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Location #6: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic
To Acquire:
Strength
Melee
Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
SS
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
| Amli - Akaitora |
Amli's objective was simple: finding true art of the highest form - that of metallurgy. All during this trip, Amli has been looking for metal worthy of Kol's forge. Thus far, she's found nothing but disappointment. But who knows? The world is vast and Amli isn't yet so old that she cannot be surprised. Maybe today is the day!
Hand: Blessing of the Father of Creation, Flaming Longsword +3, Dwarven Earthbreaker +1, War Drum, Blessing of Gorum,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Current Location: Harbor
Hero Points: 4
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Jorgenfist Spear, Wolfhide Armor, Blessing of Tsukiyo, Major Cure, Blessing of Gozreh, Blessing of Shax, Dwarven Plate, Golembane Hammer +2, Divine Fortune, Grappler's Mask, Blessing of Abadar, Fortified Breastplate, Mountain Pattern Armor, Renewal, Belt of Charging, Mighty Steed
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
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, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| Grimsnik's Radovan |
Loot: Replace Shadowless Sword with Scoundrel's Sword Cane
Hand: Blessing of the Gods, Arnisant, Flaming Longsword +3, Elyana, Blessing of Shax, Fortified Breastplate,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"
"
Middle of Deck (Unknown Order): Grappler's Mask, Pilaging Mace, Red Carriage, Surgeon, Blessing of Abadar, Blessing of the Samurai, Keren Rhinn, Scoundrel's Sword Cane, Wayfinder, Grogul
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 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."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
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.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire 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 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"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."
Damiel {CD} - Matsu Kurisu
|
Damiel - 5-5C: BENEATH THE WAVES
Loot
= None
Ship
= Devil's Remains
Starting Location
Harbor
Upgrades
= Galvanic Kopis +2 in, Galvanic Chakram +1 out
Starting Hand
+2 from reward
Hand: Galvanic Kopis +2, Flame Cannon, Steel Ibis Lamellar, Blessing of Norgorber, Potion of Heroism, Crystalline Carnivore, Alchemy Lab
Displayed: , , , , , ,
Deck: 13 Discard: 0 Buried: 0
"Notes: Distant: Blessing available
Local:
Other: Items Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
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 ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Morph147 Korundo |
starting cohort: Leryn
starting hand:+2 from reward
"
Hand: Headband of the Wolf, Dire Collar, Aspect of the Wolf, Aspect of the Bear, Compass, Aspect of the Stag, Elk,
Displayed: Leryn,
Deck: 14 Discard: 0 Buried: 0
Notes: power feat:
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 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) 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(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: 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.
"
| Amli - Akaitora |
Starting Amli's turn. The hour is Blessing of Cayden Cailean.
At the start of the first turn, Amli draws the Pearl of the Sirines.
Amli will display Pearl of the Sirines at the Harbor.
Amli will explore to encounter Harbor Card 1: Merril Pegsworthy. She will try to acquire.
CtA Melee 6+5 = 11: 1d8 + 4 ⇒ (7) + 4 = 11
Acquired! Radovan, Damiel or Korundo may move if they wish due to location effect. Amli adds Merril Pegsworthy to her Victory Pile. Amli will discard Blessing of Gorum to explore again and encounter Harbor Card 2: Electricity Arc Trap. Amli's arch-nemesis. She can't really do anything about this one. Undefeated. Amli will take some electricity damage and Damiel, Radovan and Korundo each take 1 Electricity Damage. (unless one of them moved)
Electricity Damage: 1d4 ⇒ 4
Amli discards her hand.
Amli will end her turn and reset her hand.
Hand: Golembane Hammer +2, Mighty Steed, Dwarven Plate, Blessing of Tsukiyo, Major Cure,
Displayed: Pearl of the Sirines,
Deck: 11 Discard: 5 Buried: 0
Current Location: Harbor
Hero Points: 4
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Mountain Pattern Armor, Blessing of Abadar, Belt of Charging, Divine Fortune, Wolfhide Armor, Blessing of Gozreh, Jorgenfist Spear, Grappler's Mask, Renewal, Fortified Breastplate, Blessing of Shax
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
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, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
Amli will play Major Cure on herself after the start of Radovan's turn.
Major Cure on Amli: 1d4 + 2 ⇒ (4) + 2 = 6
At the end of Radovan's turn, Amli discards Major Cure during Recovery.
Hand: Golembane Hammer +2, Mighty Steed, Dwarven Plate, Blessing of Tsukiyo,
Displayed: Pearl of the Sirines,
Deck: 16 Discard: 1 Buried: 0
Current Location: Harbor
Hero Points: 4
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Blessing of Shax, Fortified Breastplate, Divine Fortune, Renewal, Dwarven Earthbreaker +1, Blessing of Gozreh, Blessing of Gorum, Mountain Pattern Armor, Blessing of Abadar, Grappler's Mask, Belt of Charging, War Drum, Blessing of the Father of Creation, Wolfhide Armor, Flaming Longsword +3, Jorgenfist Spear
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
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, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| Grimsnik's Radovan |
OOT- discard Elyana for electricity damage. Display Great White Shark next to Quang
Hourglass: Blessing of the Gods
Move: Fishing Village
Explore: #1 Wyvern Blade Trap
Radovan gets hit by a trap. Dex 10: 2d8 + 4 ⇒ (1, 3) + 4 = 8 Discard Blessing of the Gods. Fell reduces poison to 0. Display Will-o'Wisp next to Fell using Fell's ability. Recharge Arnisant to explore.
Card#: 1d9 ⇒ 6
#6 Will-o'Wisp Radovan is attacked by an invisible creature. He stalks it and is able to defeat it with his longsword. BYA Wisdom 10: 1d6 + 1d6 + 3 ⇒ (3) + (3) + 3 = 9 Bury Great White Shark Recharge: 1d4 ⇒ 1 Fortified Breastplate
Combat 16: 1d8 + 2 + 1d8 + 3 + 2 + 2d6 + 3 + 1d4 ⇒ (2) + 2 + (4) + 3 + 2 + (5, 3) + 3 + (4) = 28 Reveal Flaming Longsword and bury Will-o'-Wisp next to Fell. Display Pirate Guard next to Quang for defeating monster. Shuffle plunder card into location deck
Plunder: 1d6 ⇒ 6 Weapon
Hand: Blessing of the Samurai, Keren Rhinn, Flaming Longsword +3, Blessing of Abadar, Blessing of Shax, Scoundrel's Sword Cane,
Displayed:
Deck: 14 Discard: 2 Buried: 2
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"
"
Middle of Deck (Unknown Order): Sawtooth Sabre +2, Surgeon, Wayfinder, Grogul, Red Carriage, Pilaging Mace, Quang: Pirate Guard, Grappler's Mask
Recharged: Arnisant, Fortified Breastplate,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 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."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
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.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire 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 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"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."
Location Fishing Village
Shuffled #1 Wyvern Blade Trap
Banished #6 Will-o'Wisp
Shuffle Weapon from the box into location
Drawn random monsters 1-3
| Morph147 Korundo |
During Amli's turn
Display Aspect of the Bear to reduce the electricity damage by 1.
Hour is Blessing of the Gods
Start of turn
Korundo changes power feat recharge card to use survival in place of ____
Leryn examines the top of the location deck to find. top card : 1d8 + 1 ⇒ (6) + 1 = 7 Harbor Card 7: Crystal of Healing Hands
Move
move to sharkskin reef
First explore
Encounter Sharkskin Reef Card 1: Sabotage. attempt perception. Reveal aspect of the stag to add animal and 1d4. Use Radovan's Blessing of Abadar to add 2 die to the check.
Perception 12: 1d8 + 5 + 1d4 + 2d8 ⇒ (2) + 5 + (3) + (3, 5) = 18
Second explore
Discard Elk to explore again. Encounter Sharkskin Reef Card 2: Illusory Wall. Will attempt perception. reveal aspect of the stag to add animal and 1d4.
Perception 6+5: 1d8 + 5 + 1d4 ⇒ (3) + 5 + (1) = 9. Fail. Shuffle Sharkskin Reef Card 2: Illusory Wall back into the deck. No negative for attempting.
Recharge Headband of the Wolf to examine the top card of the deck.
Card on top : 1d8 + 1 ⇒ (7) + 1 = 8 Sharkskin Reef Card 8: Manticore
Recharge Compass to move to Hall of champions and examine the top of the location deck. Hall of Champions Card 1: Shark Skin Armor
End of turn
Recover Aspect of the Bear. Reveal aspect of the stag to add animal and 1d4 to check.
Divine 8: 1d8 + 6 + 1d4 ⇒ (4) + 6 + (3) = 13 Success
reset hand. end turn.
"
Hand: Snow Leopard, Dire Collar, Aspect of the Wolf, Giant Raven, Aspect of the Stag,
Displayed: Leryn,
Deck: 15 Discard: 1 Buried: 0
Notes: power feat: recharge a card to use survival instead of blah
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 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) 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(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: 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 - do in this order
examined Harbor Card 7: Crystal of Healing Hands
Banish Sharkskin Reef Card 1: Sabotage
Shuffle Sharkskin Reef.
Examine Sharkskin Reef Card 8: Manticore
Moved to Hall of Champions
examine Hall of Champions Card 1: Shark Skin Armor
Note=Used Radovan's Blessing of Abadar
| Grimsnik's Radovan |
OOT- Discard Blessing of Abadar.
Damiel {CD} - Matsu Kurisu
|
Out of Turn updates:
Amli's turn: Take 1 Electricity Damage, reveal Steel Ibis Lamellar -3 to 0
Bury Alchemy Lab, draw alchemical item from box
I1: Wizard's Hook - Banished
I2: Jolly Roger- Banished
I3: Periscope - Banished
I4: Spyglass- Banished
i5: Ring of the Sea Strider- Banished
From Discord
SS 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.
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,
Blessing = 3 Damiel/Matsu Kurisu: Blessing of Asmodeus
Start of Turn
At: #1: Harbor
Give: No
Move: #5: Fishing Village
At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
Display Potion of Heroism
Free explore Top Card 1-5,7-9,W1: 1d9 ⇒ 2
2: Besmara's Bones, Item 2: Survival 8
Tool
Swashbuckling
Besmara
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
Scenario +5DC
5-1C: The Devil and the Storm Boon: Bury (ac Potion of Healing) to use Int die for Survival
Survival 1d10, Potion of Heroism +1d6, Discard Blessing of Norgorber +2d10
Survival 13(8+5): 1d10 + 1d6 + 2d10 ⇒ (7) + (1) + (8, 8) = 24 - Acquired. Add to Damiels loot pile
Recovery Crystalline Carnivore, explore +1d on Combat, Top Card 1,3-5,7-9,W1: 1d8 ⇒ 6
8: Helpful Haversack: Item 1: Dexterity 6
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Scenario +5DC
Dexterity 1d12+3, Potion of Heroism +1d6
Dexterity 11(6+5): 1d12 + 3 + 1d6 ⇒ (1) + 3 + (6) = 10 - Failing. Use Paizo reroll
Dexterity 11(6+5): 1d12 + 3 + 6 ⇒ (2) + 3 + 6 = 11 - Acquired. Add to Damiels loot pile
End of Turn
Damiel.EoT - Recharge random card: 1d1 ⇒ 1 from discard (Blessing of Norgorber)
Recovery
Shuffle ac Potion of Heroism, Crystalline Carnivore
Reset
Discard
Draw Potion of Restoration, Stormrune Knife
Summary
Location = #5: Fishing Village
Acquired = 2: Besmara's Bones, 8: Helpful Haversack
Banished =
Examined =
Damiels Loot Pile = 2: Besmara's Bones, 8: Helpful Haversack
Location =
Banished =
From Box = I1: Wizard's Hook, I2: Jolly Roger, I3: Periscope, I4: Spyglass, i5: Ring of the Sea Strider
Used = Paizo Reroll
Hand: Galvanic Kopis +2, Flame Cannon, Steel Ibis Lamellar, Major Cure, Potion of Restoration, Stormrune Knife,
Displayed: Potion of Heroism, , , , , ,
Deck: 12 Discard: 1 Buried: 2
"Notes: Distant: Flame Cannon available
Local: Major Cure Available
Other: Items Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
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 ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll USED
Play Mat Card Draw AVAILABLE
Give =
Other =
| Amli - Akaitora |
Starting Amli's turn. The hour is Blessing of Achaekek.
Amli will explore to encounter Harbor Card 7: Crystal of Healing Hands. For her check to acquire, she will discard Blessing of Tsukiyo to bless her check.
CtA Divine 13: 2d10 + 2 ⇒ (1, 4) + 2 = 7
Amli will spend a Hero Point to re-roll.
CtA Divine 13: 2d10 + 2 ⇒ (8, 3) + 2 = 13
Phew! Amli acquires it and adds it to her loot pile (2 out of 5)
Amli will display her Dwarven Plate, then end her turn and reset her hand.
Hand: Golembane Hammer +2, Mighty Steed, Divine Fortune, War Drum, Blessing of Gorum,
Displayed: Pearl of the Sirines, Dwarven Plate,
Deck: 13 Discard: 2 Buried: 0
Current Location: Harbor
Hero Points: 3
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Blessing of Gozreh, Renewal, Flaming Longsword +3, Blessing of the Father of Creation, Jorgenfist Spear, Mountain Pattern Armor, Blessing of Shax, Blessing of Abadar, Grappler's Mask, Wolfhide Armor, Dwarven Earthbreaker +1, Belt of Charging, Fortified Breastplate
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
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, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| BR Akaitora |
During This Adventure: Your ship is the Devil's Remains.
During This Scenario: STORY BANES
Villain: NONE
Henchmen: NONE
DURING THIS SCENARIO
Your ship is anchored at the Harbor.
At the start of the first durn, draw the loot Pearl of the Sirines from the box.
When you defeat a bane, you may roll the plunder die and shuffle a boon of the rolled type from the box into your location deck.
The difficulty to acquire boons is increased by 5. When you acquire a boon, put it in a victory pile next to your character. To win, each character must have at least 5 boons in her victory pile.
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
Scenario Level (#): 5
Turn: 1, Amli/Akaitora
Ship 4
Traits:
To Defeat:
Craft Disable 6
OR Wisdom Survival 5
When Encountering This Ship:
If you are commanding a ship, you may evade this ship.
When Commanding This Ship:
When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands. When you evade an encounter, recharge a random card
None:
None
Monsters
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
SS
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.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barriers
SS
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.
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Weapons
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
SS
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Spells
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
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.
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
SS
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.
SS
Item P
Traits:
Tool
Alchemical
To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Allies
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Ally 3
Traits:
Human
Surgeon
To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
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.
Blessings
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 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 Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 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 Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
Current Hour:
SS
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.
Hours Remaining: 29
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
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.
Blessing of Besmara
SS
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 of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
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.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Besmara
SS
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 of Erastil
SS
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Gozreh
SS
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
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 attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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 of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
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.
Plunder Deck
W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0
Topaz of Strength
SS
Item B
Traits:
Object
Magic
To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Zul
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Location #1: Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amli/Akaitora, The Devil's Remains (anchored)
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS
Item 5
Traits:
Accessory
Magic
Swashbuckling
To Acquire:
Charisma
Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Location #2: Sacred Spring
At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 0
Located/Displayed Here: None
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
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.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
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.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
SS
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_
Location #3: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
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.
SS
Item 4
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
SS
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.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
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.
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Location #4: House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
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.
SS
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.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Location #5: Fishing Village
At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Grimsnik, Damiel/MatsuKurisu, None
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
Ally B
Traits:
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Location #6: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Korundo/morph147, None
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic
To Acquire:
Strength
Melee
Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
SS
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.