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

Game Master Akaitora

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


1,401 to 1,450 of 1,776 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>
Dark Archive

Deck handler link

Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,

Out of Turn updates:

Blessing = 2 Damiel/Matsu Kurisu: Blessing of Cayden Cailean

Start of Turn
At: #1: Fringes of the Eye

Give: No
Move: #4: 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: Topaz of Strength, Item B: Strength 7

Spoiler:
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.

1d4 str says nope!
Strength 7: 1d4 ⇒ 2 - Banished

Discard Bl1: Blessing of the Gods explore = 2: Icy Boarding Pike +1, Weapon B: Strength 10

Spoiler:
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.

1d4 str says nope!
Strength 10: 1d4 ⇒ 2 - Banished

Discard ac Mogmurch, everyone takes 1 Fire -1 from Radovan to 0, then explore =
Radovan gets a Monster on Norge
3: Electricity Arc Trap, Barrier 4: Disable 12

Spoiler:
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.

Disable 1d12+3+1, Steal Soul +1d4
Disable 12: 1d12 + 3 + 1 + 1d4 ⇒ (9) + 3 + 1 + (4) = 17 - Banished

End of Turn
Damiel.EoT - Recharge random card: 1d2 ⇒ 1 from discard (Bl1: Blessing of the Gods)

Recovery

Reset
Discard
Draw Liquid Persuasion, Splashbolt Crossbow

Summary
Location = #4: Dagon's Jaws
Acquired =
Banished = 1: Topaz of Strength, 2: Icy Boarding Pike +1, 3: Electricity Arc Trap
Examined =
Displayed =

Location =
Banished =

From Box =

Give =
Used =

Other = Radovan gets a Monster on Norge

Damiel wrote:

Hand: Galvanic Kopis +2, Steel Ibis Lamellar, Venomous Heavy Crossbow +2, Potion of Focus, Liquid Persuasion, Splashbolt Crossbow,

Displayed: Steal Soul, , , , , ,
Deck: 15 Discard: 1 Buried: 3
"Notes: Distant: Crossbow available.
Local: Items Available
Other: "

Skills and Powers:
SKILLS

Strength d4 +0
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 1
Paizo Reroll USED
Play Mat Card Draw AVAILABLE


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

Random Monster #3 Sea Drake displayed next to Norge.


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

Starting Amli's turn. The hour is Blessing of Zogmugot.

At the start of her turn, Amli encounters a Hammerhead Shark.

Hammerhead Shark:

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

For her check to defeat, she will reveal her Flaming Longsword +3 to use her Melee + 1d8+3.

CtD Combat, Melee 14: 1d8 + 4 + 1d8 + 3 ⇒ (8) + 4 + (8) + 3 = 23

Defeated!

Amli will explore to encounter Sharkskin Reef Card 1: Nirento.

BYA Wisdom 8: 1d10 + 1 ⇒ (10) + 1 = 11

For her check to defeat, Amli will again reveal her Flaming Longsword +3.

CtD Combat, Melee 11: 1d8 + 4 + 1d8 + 3 ⇒ (6) + 4 + (8) + 3 = 21

Defeated! Amli will now discard her Blessing of Gorum to explore again and encounter Sharkskin Reef Card 2: Lookout Duty. For her check to defeat, Amli will display Divine Fortune to add 1d6 to her check and discard Blessing of Shax to bless her check.

CtD Wisdom 11: 2d10 + 1 + 1d6 ⇒ (1, 2) + 1 + (2) = 6

Agh. Bad luck. Amli discards her Flaming Longsword for the structural damage. She will then end her turn and reset her hand. After doing so, she will swap Fortified Breastplate in her hand with Major Cure in her discard pile.

After the start of Radovan's turn, Amli will cast Major Cure on herself.

Heal on Amli: 1d4 + 2 ⇒ (4) + 2 = 6

Amli heals Jorgenfist Spear, Blessing of Shax, Fortified Breastplate, Good Omen, Blessing of Gorum and Mighty Steed.

At the end of Radovan's turn, during recovery, Amli attemps to recharge it.

Recharge Major Cure, Divine 10: 1d10 + 1 + 1d6 ⇒ (6) + 1 + (5) = 12

Amli wrote:

Hand: Reflecting Buckler, Mountain Pattern Armor, Belt of Charging, Blessing of Gozreh,

Displayed: Divine Fortune,
Deck: 13 Discard: 5 Buried: 0
Current Location: Sharkskin Reef
Hero Points: 1
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 check after revealing a weapon or armor. DIVINE FORTUNE DISPLAYED. ALL LOCAL CHARACTER CAN ADD +1D6 TO THEIR CHECKS
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Good Omen (Core), Golembane Hammer +2, Wolfhide Armor, Blessing of Gorum, Grappler's Mask, Fortified Breastplate, Mighty Steed, Blessing of Shax, War Drum, Jorgenfist Spear, Blessing of the Father of Creation
Recharged: Major Cure,
Discard Pile: Whip of Centipedes, Dwarven Earthbreaker +1, Renewal, Blessing of Tsukiyo, Flaming Longsword +3,
Buried Pile:

Skills and Powers:
SKILLS
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.


BEFORE RADOVAN TAKES THEIR NEXT TURN, we need to account for 2 Structural Damage from defeating Cannonade.

During This Adventure: Your ship is the Apparatus of the Octopus.

During This Scenario: STORY BANES
Villain The Matron
Henchmen: Shipwreck, Sea Devils

The Matron:

Villain
Type: Monster
Traits: Giant Merfolk Aquatic
To Defeat: Combat 19
Damage dealt by The Matron is dealt to each character at your location. Before you act, another character at your location must summon and encounter the henchman Sea Devil. If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.

Sea Devil:

Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Shipwreck:

Henchman
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

DURING THIS SCENARIO
Your ship is the Apparatus of the Octopus (added to hand/loot tracker). You cannot command any other ship.

When you encounter a monster that has the Merfolk trait, either you are dealt 1d4 Combat damage or the difficulty to defeat is increased by 1d12.

The difficulty to defeat villains and henchmen that have the Merfolk trait is increased by 1d10.

Additional Rules:

S&S Specific 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: 16, Radovan/Grimsnik

Party's current ship: Devil's Remains:

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

Random Cards:

Monsters
Spoiler:
Mercenary
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_

Spoiler:
Cecaelia
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.

Spoiler:
Spiny Eurypterid
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.

Spoiler:
Shark-Eating Crab
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.

Spoiler:
Siren Caller
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.

Barriers
Spoiler:
Ambush
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.

Spoiler:
Becalmed
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.

Spoiler:
Lookout Duty
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.

Spoiler:
Storm
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.

Spoiler:
Cannonade
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
Spoiler:
Falcata +1
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.

Spoiler:
Humanbane Gladius +2
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.

Spoiler:
Animalbane Dagger +1
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.

Spoiler:
Blasting Pistol +2
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.

Spoiler:
Seaborne Trident +1
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
Spoiler:
Divine Fortune
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.

Spoiler:
Raise Dead
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.

Spoiler:
Geyser
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.

Spoiler:
Resist Energy
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.

Spoiler:
Safe Harbor
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.

Armors
Spoiler:
Animated Shield
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.

Spoiler:
Fortified Breastplate
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.

Spoiler:
Brine Dragonhide Breastplate
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.

Spoiler:
Shark Skin Armor
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.

Spoiler:
Goblin Buckler Gun
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.

Items
Spoiler:
Anchor
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.

Spoiler:
Potion of Heroism
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.

Spoiler:
Ring of Rat Fangs
SS
Item 4
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 10
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.

Spoiler:
Wizard's Hook
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.

Spoiler:
Potion of the Ocean
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
Spoiler:
Ederleigh Baines
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.

Spoiler:
Audessa Reyquio
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.

Spoiler:
Lady Cerise Bloodmourn
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.

Spoiler:
Sefina
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.

Spoiler:
Tessa Fairwind
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.

Blessings
Spoiler:
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.

Spoiler:
Blessing of Milani
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Current Hour:

Blessing of the Gods:
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.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Korundo/morph147:
Spoiler:
Hourglass Card 1 Korundo/morph147
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.
Hourglass Card 2 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 2 Damiel/MatsuKurisu
Blessing of Milani
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.
Hourglass Card 3 Amli/Akaitora:
Spoiler:
Hourglass Card 3 Amli/Akaitora
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.
Hourglass Card 4 Radovan/Grimsnik:
Spoiler:
Hourglass Card 4 Radovan/Grimsnik
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.
Hourglass Card 5 Korundo/morph147:
Spoiler:
Hourglass Card 5 Korundo/morph147
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.
Hourglass Card 6 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 6 Damiel/MatsuKurisu
Blessing of Milani
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.
Hourglass Card 7 Amli/Akaitora:
Spoiler:
Hourglass Card 7 Amli/Akaitora
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.
Hourglass Card 8 Radovan/Grimsnik:
Spoiler:
Hourglass Card 8 Radovan/Grimsnik
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.
Hourglass Card 9 Korundo/morph147:
Spoiler:
Hourglass Card 9 Korundo/morph147
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.
Hourglass Card 10 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 10 Damiel/MatsuKurisu
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.
Hourglass Card 11 Amli/Akaitora:
Spoiler:
Hourglass Card 11 Amli/Akaitora
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.
Hourglass Card 12 Radovan/Grimsnik:
Spoiler:
Hourglass Card 12 Radovan/Grimsnik
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.
Hourglass Card 13 Korundo/morph147:
Spoiler:
Hourglass Card 13 Korundo/morph147
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.
Hourglass Card 14 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 14 Damiel/MatsuKurisu
Blessing of Milani
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.

Plunder Deck
W: 2 Sp: 1 Ar: 2 I: 1 Al: 2 Bl: 0
Plunder Deck Card 1:

Eel Skin Armor
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.
Plunder Deck Card 2:

Flaming Falcata +3
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.
Plunder Deck Card 3:

Shark Skin Armor
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.
Plunder Deck Card 4:

Rage
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.
Plunder Deck Card 5:

Giffer Tibbs
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.
Plunder Deck Card 6:

Alchemical Glue
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.
Plunder Deck Card 7:

Haneilius Fitch
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.
Plunder Deck Card 8:

Trident +2
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.

Location #1: 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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Mancatcher Cove Card 1:
Nautical Charts
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.
Mancatcher Cove Card 2:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Mancatcher Cove Card 3:
Old Salt
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.
Mancatcher Cove Card 4:
Flaming Longbow +2
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.
Mancatcher Cove Card 5:
Dagger Pistol +1
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.
Mancatcher Cove Card 6:
Kapre
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.
Mancatcher Cove Card 7:
Pirate Hunting
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.
Mancatcher Cove Card 8:
Treasure Hunt
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.
Mancatcher Cove Card 9:
Sea Troll
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.
Mancatcher Cove Card 10:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

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: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, None
Sharkskin Reef Card 1:
Illusory Wall
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.
Sharkskin Reef Card 2:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Sharkskin Reef Card 3:
Besmaran Vestments
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.
Sharkskin Reef Card 4:
Lookout Duty
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.
Sharkskin Reef Card 5:
Great White Shark
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 #4: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Radovan/Grimsnik, Korundo/morph147, Damiel/MatsuKurisu, None
Dagon's Jaws Card 1:
Giant Sea Anemone
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.
Dagon's Jaws Card 2:
The Matron
SS
Villain 2
Type: Monster
Traits:
Giant
Merfolk
Aquatic
To Defeat:
Combat 19
Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.
Dagon's Jaws Card 3:
Coral Capuchin
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.

Location #5: Gozreh's Flow
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Storm

Location #6: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Pit Card 1 (Sandbar):
Sandbar
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.
Torture Pit Card 2:
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Torture Pit Card 3:
Blood Hag
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.
Torture Pit Card 4:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Pit Card 5:
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.
Torture Pit Card 6:
Fortified Breastplate
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.
Torture Pit Card 7:
Sword Cane Pistol +2
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.

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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Dagon's Jaws Card 1:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Dagon's Jaws Card 2:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.


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

OOT- fixing my previous turn. Needed to discard two cards for defeating Cannonade- Sawtooth Sabre +2 and Flaming Longsword +3


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

Hourglass: Blessing of the Gods

Move: Mancatcher Cove

Explore
#1- Nautical Charts. Radovan notices some papers floating in the water. Auto fail to acquire. Discard Grogul to explore

#2- Sea Devil. A sea devil tries to block Radovan's way. Scenario Power combat damage: 1d4 ⇒ 2 Scenario Power DC increase: 1d10 ⇒ 6 Reveal Fortified Breastplate to reduce damage by 3 to 0. Display Mercenary next to Fell for damage

Combat 13+6: 1d8 + 2 + 2d6 + 2 + 1d4 + 2 + 2d6 ⇒ (5) + 2 + (5, 1) + 2 + (1) + 2 + (3, 4) = 25 Reveal Scoundrel's Sword Cane. Banish Mercenary. Display next to Fell for defeating monster.

As Radovan defeats the first Sea Devil, second one slams into him. Scenario damage: 1d4 ⇒ 4 Scenario DC increase: 1d10 ⇒ 9
Reveal Reflecting Shield to reduce damage by 2 to 2 then Fortified Breastplate to reduce remaining damage by 3 to 0.

Combat 13+9: 1d8 + 2 + 2d6 + 2 + 1d4 + 2 + 2d6 + 5 ⇒ (6) + 2 + (4, 4) + 2 + (4) + 2 + (1, 5) + 5 = 35 Reveal Scoundrel's Sword Cane, banish Voidstick Zombie. Display Spiny Eurypterid next to Fell

WPC- Fortitude 6: 1d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7 Reveal Fortified Breastplate

Radovan wrote:

Hand: Scoundrel's Sword Cane, Pillaging Mace, Wayfinder, Reflecting Buckler, Fortified Breastplate, Keren Rhinn,

Displayed: Quang:Koko, Fell:Cecaelia, Norge: Port Peril Corsair, Norge: Gargoyle Sniper, Norge: Sea Drake, Fell:Spiny Eurypterid,
Deck: 10 Discard: 8 Buried: 1
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: Used; Playmat- Available
Movement: Flaming Longsword +3: When another character at your location attempts a combat check, recharge this card to add 1d8+1 and the Fire trait
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Blessing of the Gods, Grappler's Mask, Surgeon
Recharged: Blessing of the Samurai, Arnisant,
Discard Pile: Besmaran Priest, Appleslayer, Elyana, Red Carriage, Blessing of Shax, Sawtooth Sabre +2, Flaming Longsword +3, Grogul,
Buried Pile: Quang: Pirate Guard,
"
Skills and Powers:
SKILLS
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."

Mancatcher Cove- Closed
Random Monsters 1-3 drawn


Korundo Deck Handler

Hour is Blessing of Sivanah

Start of turn
recharge to use survival in place of blah

Leryn examines location Location 4: Dagon's Jaws Card 1: Giant Sea Anemone

Korundo changes power feat to recharge a card to use survival in place of blah

Place Leryn on top of deck to examine the top two cards of Location 4: Dagon's Jaws

Dagon's Jaws Card 1: Giant Sea Anemone
Dagon's Jaws Card 2: The Matron

Rearrange and put The matron on top.

Play Call Animal to get leryn and display

Move
Move to sharkskin reef

First explore
Encounter Sharkskin Reef Card 1: Illusory Wall. Reveal aspect of the wolf to add animal and 1d4 to the check
Perception 6+5: 1d8 + 5 + 1d4 ⇒ (3) + 5 + (2) = 10 Fail. Shuffle back into Sharkskin reef

Discard Giant Raven to examine the the top two cards of deck.
Examine : 1d5 ⇒ 3 Sharkskin Reef Card 3: Besmaran Vestments
Examine 1,2,4,5: 1d4 ⇒ 1 Sharkskin Reef Card 1: Illusory Wall
then choose to explore and encounter Besmaran Vestments. Recharge Blessing of Gorum to use Survival in place of fortitude
Fortitude 6: 1d8 + 5 ⇒ (1) + 5 = 6

Place Leryn on top of deck to examine the top two cards of the deck
Sharkskin Reef Card 1: Illusory Wall
Random 2,4,5: 1d3 ⇒ 2 Sharkskin Reef Card 2: Shipwreck
Place Shipwreck on top

End turn
recharge Besmaran Vestments at end of turn

recover call animal, reveal aspect of the wolf to add animal and 1d4.
Divine 6: 1d8 + 6 ⇒ (5) + 6 = 11 Success.

Reset hand end turn. display Leryn

"

Korundo wrote:

Hand: Aspect of the Wolf, Major Cure, Boots of Teleportation, Arboreal Armor,

Displayed: Leryn,
Deck: 14 Discard: 7 Buried: 0
Notes: power feat: recharge 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 □ +2

Favored 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:
Leryn

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


"

Upkeep
Examine Location 4: Dagon's Jaws Card 1 and 2. Place 2 (The Matron on top)
Move to Sharkskin reef
Sharkskin reef shuffled - 2 on top, then 1, then random (4,5)
acquired Sharkskin reef #3 Besmaran Vestments


Korundo Deck Handler

at beginning of Damiel's turn
Korundo recharges Boots of Teleportation and Grabs Amli and sails away to Location #7: Dagon's Jaws.

Korundo then plays major heal to Heal cards: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3 cards

at end of Damiel's turn recover major cure. reveal Aspect of the wolf to add animal and 1d4
Divine 10: 1d8 + 6 + 1d4 ⇒ (2) + 6 + (3) = 11

"

Korundo wrote:

Hand: Aspect of the Wolf, Arboreal Armor,

Displayed: Leryn,
Deck: 18 Discard: 4 Buried: 0
Notes: power feat: recharge 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 □ +2

Favored 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:
Leryn

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


"

Dark Archive

Deck handler link

Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,

Out of Turn updates:

Blessing = 2 Damiel/Matsu Kurisu: Blessing of Cayden Cailean

Start of Turn
At: #4: Dagon's Jaws

Give: No
Move: #6: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.

Free explore = No

End of Turn
Damiel.EoT - Recharge random card: 1d1 ⇒ 1 from discard (ac Mogmurch)
#6: Torture Pit: Con 10: 1d6 ⇒ 2 - Failed. Bury(Potion of Restoration)

Recovery

Reset
Discard
Draw

Summary
Location = #6: Torture Pit
Acquired =
Banished =
Examined =
Displayed =

Location =
Banished =

From Box =

Give =
Used =

Other =

Damiel wrote:

Hand: Galvanic Kopis +2, Steel Ibis Lamellar, Venomous Heavy Crossbow +2, Potion of Focus, Liquid Persuasion, Splashbolt Crossbow,

Displayed: Steal Soul, , , , , ,
Deck: 15 Discard: 0 Buried: 4
"Notes: Distant: Crossbows available.
Local: Items Available
Other: "

Skills and Powers:
SKILLS

Strength d4 +0
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 1
Paizo Reroll USED
Play Mat Card Draw AVAILABLE

Dark Archive

Deck handler link

Guard check if needed:

Location #6: Torture Pit
When Closing: Succeed at a Dexterity 11 check.
Dexterity 1d12+3, Steal Soul +1d4, recovery Potion of Focus +1d10+2+3
Dexterity 11: 1d12 + 3 + 1d4 + 1d10 + 2 + 3 ⇒ (3) + 3 + (3) + (8) + 2 + 3 = 22 = GUARDED

recovery
Shuffle Potion of Focus


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

Starting Amli's turn. The hour is Blessing of the Gods.

At the start of the turn, Amli is going to change Mountain Pattern Armor in her hand with Renewal in her discard pile. Also, Divine Fortune is banished to recovery.

Between phases, Amli will display Renewal to draw a card: Blessing of the Father of Creation. Korundo may also draw a card.

Amli explores to encounter Dragon Jaws #7 Card 1: Drowning Spikes Trap. Auch. I don't think I can defeat this one, so I'll just cut my loses. Drowning Spikes Trap is displayed next to Amli's deck.

Let's go scouting, Amli fashion. Amli will discard Blessing of the Father of Creation to explore and encounter Dragon Jaws #7 Card 2: Galvo. Amli will be able to add a die to Strength checks she makes during this exploration.

Galvo:

Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

Amli can't make the BYA check, so she takes some Electricity damage.

Electricity Damage: 1d6 ⇒ 2

Korundo has to succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity Damage.

Amli reveals her Reflecting Buckler to reduce the damage by 2 to 0. For her check to defeat, Blessing of the Father of Creation's delayed effect is, well, in effect. Amli will also discard Blessing of Gozreh to add another die. She also reveals her Belt of Charging to add 1d8 to her First Combat check of the turn.

CtD Combat, Melee 18: 4d8 + 4 ⇒ (8, 5, 2, 8) + 4 = 27

Defeated by more than 4. Galvo is banished! After using her Belt of Charging, Amli may recharge it and draw a card: Blessing of Gorum. BLESSED BE OUR LORD IN IRON!

At the end of Amli's exploration phase, there are no cards in her location. She will attempt to close it. Amli summons a Vrykolakas.

Vrykolakas:

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.

For her check to defeat, Amli will discard Blessing of Gorum to bless her check twice. She will also ask Damiel to discard his Splashbolt Crossbow to add 1d6 and the Fire trait to Amli's check. Finally, the monster has the Undead trait so Amli adds 1d4 to her check.

CtD Combat, Melee 20: 3d8 + 4 + 1d6 + 1d4 ⇒ (3, 7, 6) + 4 + (2) + (4) = 26

Success! But Vrykolakas now deals Poison Damage.

Poison Damage: 1d4 ⇒ 2

Amli discards her Reflecting Buckler as damage. She has no more cards in hand. Korundo also has to take 1d4 Poison Damage

Dragon Jaws #7 is closed!

At the end of her turn, Amli buries the top card of her deck: Jorgenfist Spear. Aw that sucks. Also, Renewal is moved to Recovery. During Recovery, Amli automatically fails the check to recharge Divine Fortune and Renewal and they are discarded. Then she resets her hand.

Amli wrote:

Hand: War Drum, Mighty Steed, Grappler's Mask, Golembane Hammer +2, Fortified Breastplate, Good Omen (Core),

Displayed:
Deck: 5 Discard: 11 Buried: 1
Current Location: Dragon Jaws #7
Hero Points: 1 // Amli has the following scourges marked:
Drowning Spikes Trap:
While displayed:
You may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

NOTES:
Available Support: Please take me with your when you move 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 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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wolfhide Armor, Blessing of Shax, Blessing of Abadar
Recharged: Major Cure, Belt of Charging,
Discard Pile: Whip of Centipedes, Dwarven Earthbreaker +1, Mountain Pattern Armor, Blessing of Tsukiyo, Flaming Longsword +3, Blessing of the Father of Creation, Blessing of Gozreh, Blessing of Gorum, Reflecting Buckler, Divine Fortune, Renewal,
Buried Pile: Jorgenfist Spear,

Skills and Powers:
SKILLS
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 recharge her War Drum to draw her Flaming Longsword +3 from her discard pile.

Amli wrote:

Hand: Flaming Longsword +3, Mighty Steed, Grappler's Mask, Golembane Hammer +2, Fortified Breastplate, Good Omen (Core),

Displayed:
Deck: 6 Discard: 10 Buried: 1
Current Location: Dragon Jaws #7
Hero Points: 1 // Amli has the following scourges marked:
Drowning Spikes Trap:
While displayed:
You may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

NOTES:
Available Support: Please take me with your when you move 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 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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wolfhide Armor, Blessing of Shax, Blessing of Abadar
Recharged: Major Cure, Belt of Charging, War Drum,
Discard Pile: Whip of Centipedes, Dwarven Earthbreaker +1, Mountain Pattern Armor, Blessing of Tsukiyo, Blessing of the Father of Creation, Blessing of Gozreh, Blessing of Gorum, Reflecting Buckler, Divine Fortune, Renewal,
Buried Pile: Jorgenfist Spear,

Skills and Powers:
SKILLS
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.


During This Adventure: Your ship is the Apparatus of the Octopus.

During This Scenario: STORY BANES
Villain The Matron
Henchmen: Shipwreck, Sea Devils

The Matron:

Villain
Type: Monster
Traits: Giant Merfolk Aquatic
To Defeat: Combat 19
Damage dealt by The Matron is dealt to each character at your location. Before you act, another character at your location must summon and encounter the henchman Sea Devil. If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.

Sea Devil:

Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Shipwreck:

Henchman
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

DURING THIS SCENARIO
Your ship is the Apparatus of the Octopus (added to hand/loot tracker). You cannot command any other ship.

When you encounter a monster that has the Merfolk trait, either you are dealt 1d4 Combat damage or the difficulty to defeat is increased by 1d12.

The difficulty to defeat villains and henchmen that have the Merfolk trait is increased by 1d10.

Additional Rules:

S&S Specific 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: 20, Radovan/Grimsnik

Party's current ship: Devil's Remains:

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

Random Cards:

Monsters
Spoiler:
Gargoyle Sniper
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.

Spoiler:
Shackles Pirate
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.

Spoiler:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Spoiler:
Kapre
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.

Spoiler:
Giant Jellyfish
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.

Barriers
Spoiler:
Wyvern Blade Trap
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.

Spoiler:
Symbol of Insanity
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.

Spoiler:
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.

Spoiler:
Phantom Fog
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.

Spoiler:
Cannonade
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
Spoiler:
Animalbane Dagger +1
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.

Spoiler:
Keen Rapier +3
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.

Spoiler:
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.

Spoiler:
Seaborne Trident +1
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.

Spoiler:
Humanbane Crossbow +2
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
Spoiler:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

Spoiler:
Divine Fortune
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.

Spoiler:
Righteousness
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.

Spoiler:
Raise Dead
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.

Spoiler:
Freezing Sphere
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.

Armors
Spoiler:
Shark Skin Armor
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.

Spoiler:
Animated Shield
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.

Spoiler:
Goblin Buckler Gun
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.

Spoiler:
Fortified Breastplate
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.

Spoiler:
Benevolent Buckler
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
Spoiler:
Potion of Healing
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.

Spoiler:
Token of Remembrance
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.

Spoiler:
Potion of Heroism
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.

Spoiler:
Net of Snaring
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.

Spoiler:
Spyglass
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
Spoiler:
Corlan
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.

Spoiler:
Ederleigh Baines
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.

Spoiler:
Audessa Reyquio
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.

Spoiler:
Barefoot Samms Toppin
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.

Spoiler:
Crimson Cogward
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.

Blessings
Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Current Hour:

Blessing of the Gods:
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.

Hours Remaining: 10

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Korundo/morph147:
Spoiler:
Hourglass Card 1 Korundo/morph147
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.
Hourglass Card 2 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 2 Damiel/MatsuKurisu
Blessing of Milani
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.
Hourglass Card 3 Amli/Akaitora:
Spoiler:
Hourglass Card 3 Amli/Akaitora
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.
Hourglass Card 4 Radovan/Grimsnik:
Spoiler:
Hourglass Card 4 Radovan/Grimsnik
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.
Hourglass Card 5 Korundo/morph147:
Spoiler:
Hourglass Card 5 Korundo/morph147
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.
Hourglass Card 6 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 6 Damiel/MatsuKurisu
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.
Hourglass Card 7 Amli/Akaitora:
Spoiler:
Hourglass Card 7 Amli/Akaitora
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.
Hourglass Card 8 Radovan/Grimsnik:
Spoiler:
Hourglass Card 8 Radovan/Grimsnik
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.
Hourglass Card 9 Korundo/morph147:
Spoiler:
Hourglass Card 9 Korundo/morph147
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.
Hourglass Card 10 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 10 Damiel/MatsuKurisu
Blessing of Milani
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.

Plunder Deck
W: 2 Sp: 1 Ar: 2 I: 1 Al: 2 Bl: 0
Plunder Deck Card 1:

Eel Skin Armor
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.
Plunder Deck Card 2:

Flaming Falcata +3
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.
Plunder Deck Card 3:

Shark Skin Armor
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.
Plunder Deck Card 4:

Rage
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.
Plunder Deck Card 5:

Giffer Tibbs
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.
Plunder Deck Card 6:

Alchemical Glue
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.
Plunder Deck Card 7:

Haneilius Fitch
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.
Plunder Deck Card 8:

Trident +2
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.

Location #1: 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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Mancatcher Cove
Closed
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Grimsnik, None

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: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Sharkskin Reef Card 1 (Shipwreck):
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Sharkskin Reef Card 2 (Illusory Wall):
Illusory Wall
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.
Sharkskin Reef Card 3:
Lookout Duty
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.
Sharkskin Reef Card 4:
Great White Shark
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 #4: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Dagon's Jaws Card 1 (The Matron):
The Matron
SS
Villain 2
Type: Monster
Traits:
Giant
Merfolk
Aquatic
To Defeat:
Combat 19
Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.
Dagon's Jaws Card 2 (Giant Sea Anemone):
Giant Sea Anemone
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.
Dagon's Jaws Card 3:
Coral Capuchin
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.

Location #5: Gozreh's Flow
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Storm

Location #6: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Damiel/MatsuKurisu, None

Torture Pit Card 1 (Sandbar):
Sandbar
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.
Torture Pit Card 2:
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Torture Pit Card 3:
Blood Hag
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.
Torture Pit Card 4:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Pit Card 5:
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.
Torture Pit Card 6:
Fortified Breastplate
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.
Torture Pit Card 7:
Sword Cane Pistol +2
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.

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: Korundo/morph147, Amli/Akaitora, None


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

Hourglass: Blessing of the Gods

SOT: Shuffle Keren Rhinn to draw Appleslayer from discard.

Move: Sharkskin Reef

#1- Shipwreck: Fort 5+5: 1d8 + 3 + 3 + 1d6 + 4 ⇒ (1) + 3 + 3 + (1) + 4 = 12 Bury Koko
Plunder roll: 1d6 ⇒ 2 Spell- Instant Armor

Close- Banish Appleslayer

WPC- none

Radovan wrote:

Hand: Scoundrel's Sword Cane, Pillaging Mace, Instant Armor, Reflecting Buckler, Fortified Breastplate, Wayfinder,

Displayed: Fell:Cecaelia, Norge: Port Peril Corsair, Norge: Gargoyle Sniper, Norge: Sea Drake, Fell:Spiny Eurypterid,
Deck: 11 Discard: 7 Buried: 2
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: Used; Playmat- Available
Movement: Flaming Longsword +3: When another character at your location attempts a combat check, recharge this card to add 1d8+1 and the Fire trait
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Surgeon, Blessing of the Samurai, Grappler's Mask, Keren Rhinn, Arnisant, Blessing of Abadar
Recharged:
Discard Pile: Besmaran Priest, Elyana, Red Carriage, Blessing of Shax, Sawtooth Sabre +2, Flaming Longsword +3, Grogul,
Buried Pile: Quang: Pirate Guard, Quang:Koko,
"
Skills and Powers:
SKILLS
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."

Sharkskin Reef- Closed
Random Spell 1 drawn


Korundo Deck Handler

out of turn updates

from amli's turn, draw a card - draw dire collar

recharge dire collar to use acrobatics
Acrobatics 13: 1d8 + 5 ⇒ (3) + 5 = 8 Fail
Electro damage: 1d6 ⇒ 4 Recharge Arboreal Armor to reduce damage to 0

Play Aspect of the wolf in response to Amli's Combat

Nothing is in my hand so stop with out of turn updates


Korundo Deck Handler

Hour is Blessing of Asmodeus

Start of turn
Change power feat to 6 card hand size

nothing is in my hand so I am just going to stay put and build up for resources

End of turn
divine 10: 1d8 + 6 ⇒ (3) + 6 = 9

"

Korundo wrote:

Hand: ac Blessing of the Gods, ac Besmaran Vestments, Blessing of Gorum, Elk, Saber-toothed Tiger, Aspect of the Bear,

Displayed: Leryn,
Deck: 13 Discard: 5 Buried: 0
Notes: power feat: 6 card hand size. may use blessings to defeat villians
Sideboard cards:

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

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

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


"

Dark Archive

Deck handler link

Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,

Out of Turn updates:

Guard check not needed. Potion of Focus comes back into hand

Discard Splashbolt Crossbow for Amli

Blessing = 2 Damiel/Matsu Kurisu: Blessing of Milani

Start of Turn
At: #6: Torture Pit
#6: Torture Pit: Con 10: 1d6 ⇒ 3 - Failed. Bury(Crystalline Carnivore)

Give: No
Move: #6: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.

Free explore = No

End of Turn
Damiel.EoT - Recharge random card: 1d1 ⇒ 1 from discard (Splashbolt Crossbow)
#6: Torture Pit: Con 10: 1d6 ⇒ 4 - Failed. Bury(Blessing of Abadar)

Recovery

Reset
Discard Galvanic Kopis +2
Steel Ibis Lamellar
Draw Potion of Heroism, ac Blessing of the Gods, Flame Cannon

Summary
Location = #6: Torture Pit
Acquired =
Banished =
Examined =
Displayed =

Location =
Banished =

From Box =

Give =
Used =

Other =

Damiel wrote:

Hand: Venomous Heavy Crossbow +2, Potion of Focus, Liquid Persuasion, Potion of Heroism, ac Blessing of the Gods, Flame Cannon,

Displayed: Steal Soul, , , , , ,
Deck: 11 Discard: 2 Buried: 6
"Notes: Distant: Flame Cannon available. Blessing Available
Local: Items Available
Other: "

Skills and Powers:
SKILLS

Strength d4 +0
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 1
Paizo Reroll USED
Play Mat Card Draw AVAILABLE

Dark Archive

Deck handler link

Guard check if needed:

Location #6: Torture Pit
When Closing: Succeed at a Dexterity 11 check.
Dexterity 1d12+3, Steal Soul +1d4, recovery Potion of Focus +1d10+2+3
Dexterity 11: 1d12 + 3 + 1d4 + 1d10 + 2 + 3 ⇒ (5) + 3 + (4) + (2) + 2 + 3 = 19 = GUARDED

recovery
Shuffle Potion of Focus


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

Starting Amli's turn. The hour is Blessing of Abadar.

At the start of her turn, Amli will swap out Golembane Hammer +2 in her hand with Blessing of Father of Creation in her discard pile.

Also at the start of her turn, Amli resolves the Drowning Spikes Trap. She will discard her Blessing of Father of Creation to bless her non-combat check twice.

Strength 9: 3d8 + 4 ⇒ (3, 3, 7) + 4 = 17

Drowning Spikes Trap is banished.

Amli will move to Dragon Jaws #4

She explores and encounter Jaws #4 Card 1: The Matron. It appears that Damiel decides to guard and succeeds.

When she encounters The Matron, scenario effect resolves. Amli will choose to take 1d4 Combat Damage.

Combat Damage: 1d4 ⇒ 2
Difficulty Increase: 1d10 ⇒ 10

Oh boy! The BYA doesn't happen since Amli is alone at Jaws #4. Then, for her check to defeat, Amli will ask Korundo to discard his Blessing of Gorum to bless her Melee combat check twice. She will also display her Fortified Breastplate to add +2. Oh, and of course, reveal and discard her Flaming Longsword +3 to use her Melee + 1d8+3+2d6.

CtD Combat, Melee 29: 3d8 + 4 + 1d8 + 3 + 2d6 + 2 ⇒ (7, 5, 6) + 4 + (1) + 3 + (2, 2) + 2 = 32

Defeated! The Matron is banished. Kellort is shuffled into Jaws #4.

Amli is beat. She will end her turn and reset her hand.

After resetting her hand, she will swap out Good Omen in her hand with Divine Fortune in her discard pile. Amli will cast Divine Fortune as soon as someone joins her at Jaws #4 to add 1d6 to all of their checks until the start of Amli's turn.

Amli wrote:

Hand: Fortified Breastplate, Mighty Steed, Grappler's Mask, Blessing of Shax, Blessing of Abadar, Divine Fortune,

Displayed:
Deck: 4 Discard: 12 Buried: 1
Current Location: Dragon Jaws #4
Hero Points: 1
NOTES:
Available Support: Please take me with your when you move 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 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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wolfhide Armor
Recharged: Major Cure, Belt of Charging, War Drum,
Discard Pile: Whip of Centipedes, Dwarven Earthbreaker +1, Mountain Pattern Armor, Blessing of Tsukiyo, Blessing of Gorum, Blessing of the Father of Creation, Blessing of Gozreh, Golembane Hammer +2, Flaming Longsword +3, Good Omen (Core), Renewal, Reflecting Buckler,
Buried Pile: Jorgenfist Spear,

Skills and Powers:
SKILLS
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.


During This Adventure: Your ship is the Apparatus of the Octopus.

During This Scenario: STORY BANES
Villain The Matron
Henchmen: Shipwreck, Sea Devils

The Matron:

Villain
Type: Monster
Traits: Giant Merfolk Aquatic
To Defeat: Combat 19
Damage dealt by The Matron is dealt to each character at your location. Before you act, another character at your location must summon and encounter the henchman Sea Devil. If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.

Sea Devil:

Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Shipwreck:

Henchman
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

DURING THIS SCENARIO
Your ship is the Apparatus of the Octopus (added to hand/loot tracker). You cannot command any other ship.

When you encounter a monster that has the Merfolk trait, either you are dealt 1d4 Combat damage or the difficulty to defeat is increased by 1d12.

The difficulty to defeat villains and henchmen that have the Merfolk trait is increased by 1d10.

Additional Rules:

S&S Specific 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: 24, Radovan/Grimsnik

Party's current ship: Devil's Remains:

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

Random Cards:

Monsters
Spoiler:
Port Peril Corsair
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.

Spoiler:
Tetrolimulus
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.

Spoiler:
Shark-Eating Crab
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.

Spoiler:
Pirate Guard
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.

Spoiler:
Insanity Daemon
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.

Barriers
Spoiler:
Pirate Hunting
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.

Spoiler:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Spoiler:
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.

Spoiler:
Large Chest
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.

Spoiler:
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.

Weapons
Spoiler:
Spellsword +2
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.

Spoiler:
Seaborne Trident +1
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.

Spoiler:
Blasting Pistol +2
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.

Spoiler:
Navigator Musket +1
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.

Spoiler:
Musket +2
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.

Spells
Spoiler:
Righteousness
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.

Spoiler:
Safe Harbor
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.

Spoiler:
Geyser
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.

Spoiler:
Raise Dead
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.

Spoiler:
Geyser
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
Spoiler:
Brine Dragonhide Breastplate
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.

Spoiler:
Reflecting Buckler
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.

Spoiler:
Goblin Buckler Gun
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.

Spoiler:
Fortified Breastplate
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.

Spoiler:
Shark Skin Armor
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
Spoiler:
Potion of Flying
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.

Spoiler:
Crystal of Healing Hands
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.

Spoiler:
Potion of Flying
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.

Spoiler:
Periscope
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.

Spoiler:
Ring of the Sea Strider
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
Spoiler:
Dindreann
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.

Spoiler:
Tessa Fairwind
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.

Spoiler:
Ederleigh Baines
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.

Spoiler:
Pteranodon
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.

Spoiler:
Corlan
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.

Blessings
Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Current Hour:

Blessing of the Gods:
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.

Hours Remaining: 6

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Korundo/morph147:
Spoiler:
Hourglass Card 1 Korundo/morph147
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.
Hourglass Card 2 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 2 Damiel/MatsuKurisu
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.
Hourglass Card 3 Amli/Akaitora:
Spoiler:
Hourglass Card 3 Amli/Akaitora
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.
Hourglass Card 4 Radovan/Grimsnik:
Spoiler:
Hourglass Card 4 Radovan/Grimsnik
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.
Hourglass Card 5 Korundo/morph147:
Spoiler:
Hourglass Card 5 Korundo/morph147
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.
Hourglass Card 6 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 6 Damiel/MatsuKurisu
Blessing of Milani
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.

Plunder Deck
W: 2 Sp: 2 Ar: 2 I: 1 Al: 2 Bl: 0
Plunder Deck Card 1:

Divine Fortune
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.
Plunder Deck Card 2:

Eel Skin Armor
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.
Plunder Deck Card 3:

Flaming Falcata +3
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.
Plunder Deck Card 4:

Shark Skin Armor
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.
Plunder Deck Card 5:

Rage
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.
Plunder Deck Card 6:

Giffer Tibbs
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.
Plunder Deck Card 7:

Alchemical Glue
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.
Plunder Deck Card 8:

Haneilius Fitch
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.
Plunder Deck Card 9:

Trident +2
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.

Location #1: 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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Mancatcher Cove
Closed
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Sharkskin Reef
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Grimsnik, None

Location #4: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, None

Dagon's Jaws Card 1:
Krelloort
SS
Villain 2
Type: Monster
Traits:
Merfolk
Aquatic
Mutant
To Defeat:
Combat 16
THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort

Dagon's Jaws Card 2:
Coral Capuchin
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.
Dagon's Jaws Card 3:
Giant Sea Anemone
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.

Location #5: Gozreh's Flow
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Storm

Location #6: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Damiel/MatsuKurisu, None

Torture Pit Card 1 (Sandbar):
Sandbar
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.
Torture Pit Card 2:
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Torture Pit Card 3:
Blood Hag
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.
Torture Pit Card 4:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Pit Card 5:
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.
Torture Pit Card 6:
Fortified Breastplate
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.
Torture Pit Card 7:
Sword Cane Pistol +2
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.

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: Korundo/morph147, None


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

Hourglass: Blessing of the Gods

Move: #4 Dagon's Jaws
#1- Krelloort- Move to the bottom of the location deck. Summon Sea Devil Prince: Before you act, another character at your location must summon and encounter the henchman Sea Devil. Amli is only other character here.

Pausing for Amli's encounter


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

During Radovan's turn, as mentioned in my last update, Amli displays Divine Fortune immediately upon Radovan moving to Amli's location.

Still during Radovan's turn, Amli must summon and encounter a Sea Devil. When she encounters it, she chooses to take some damage.

Scenario Effect, Combat Damage: 1d4 ⇒ 3

Amli reveals her Fortified Breastplate to reduce the damage by 3.

Scenario Effect, DC Increase: 1d10 ⇒ 7

Sea Devil:

Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Amli will attempt to defeat the Sea Devil. Divine Fortune adds 1d6.

CtD Melee: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10

Amli takes 12 damage (2 more from monster power). She would bury her Fortified Breastplate to reduce the damage to 0, but she will ask Radovan to banish Instant Armor to allow her to recharge it instead.

Amli wrote:

Hand: Mighty Steed, Grappler's Mask, Blessing of Shax, Blessing of Abadar,

Displayed: Divine Fortune,
Deck: 5 Discard: 12 Buried: 1
Current Location: Dragon Jaws #4
Hero Points: 1
NOTES:
Available Support: Please take me with your when you move 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 check after revealing a weapon or armor. DIVINE FORTUNE DISPLAYED. ALL LOCAL CHARACTER CAN ADD +1D6 TO THEIR CHECKS
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wolfhide Armor
Recharged: Major Cure, Belt of Charging, War Drum, Fortified Breastplate,
Discard Pile: Whip of Centipedes, Dwarven Earthbreaker +1, Mountain Pattern Armor, Blessing of Tsukiyo, Blessing of Gorum, Blessing of the Father of Creation, Blessing of Gozreh, Golembane Hammer +2, Flaming Longsword +3, Good Omen (Core), Renewal, Reflecting Buckler,
Buried Pile: Jorgenfist Spear,

Skills and Powers:
SKILLS
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.


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

Scenario Damage: 1d4 ⇒ 2 DC increase: 1d10 ⇒ 4 Reveal Fortified Breastplate to reduce damage to 0. Display Port Peril Corsair next to Quang for damage.

Combat 14+4: 1d8 + 2 + 1d8 + 1 + 1d6 + 1d4 + 2d6 + 2 ⇒ (4) + 2 + (7) + 1 + (4) + (2) + (4, 4) + 2 = 30 Reveal Pillaging Mace, Divine Fortune, Banish Cecaelia

Combat 17+4: 1d8 + 2 + 2d6 + 2 + 1d6 + 1d4 + 2d6 + 5 ⇒ (7) + 2 + (3, 5) + 2 + (6) + (3) + (3, 6) + 5 = 42 Reveal Scoundrel's Sword Cane, Divine Fortune, banish Spiney Eurypterid. Display Tetrolimulus next to Fell. Examine top card for Pillaging Mace- Coral Capuchin. Will draw it. Discard Wayfinder to examine top card-Giant Sea Anemone. Not shuffling. Exploring- yes.

Continuing on Radovan finds a Giant Sea Anemone blocking the way.

Combat 20: 1d8 + 2 + 2d6 + 2 + 1d6 + 1d4 + 1 + 1d8 + 4 + 1d10 ⇒ (3) + 2 + (3, 5) + 2 + (5) + (4) + 1 + (3) + 4 + (8) = 40 Reveal Scoundrel's Sword Cane. Divine Fortune, bury Gargoyle Sniper, reveal Coral Capuchin and discard Pillaging Mace for +1d10. Display Shark-Eating Crab next to Fell.

Radovan wrote:

Hand: Scoundrel's Sword Cane, Keren Rhinn, Reflecting Buckler, Fortified Breastplate, Blessing of Abadar, Coral Capuchin,

Displayed: Fell:Tetrolimulus, Norge: Port Peril Corsair, Fell:Shark Eating Crab, Norge: Sea Drake, Quang: Port Peril Corsair,
Deck: 9 Discard: 9 Buried: 6
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: Used; Playmat- Available
Movement: Flaming Longsword +3: When another character at your location attempts a combat check, recharge this card to add 1d8+1 and the Fire trait
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Surgeon, Grappler's Mask, Blessing of the Samurai, Arnisant
Recharged:
Discard Pile: Besmaran Priest, Elyana, Red Carriage, Blessing of Shax, Sawtooth Sabre +2, Flaming Longsword +3, Grogul, Wayfinder, Pillaging Mace,
Buried Pile: Quang: Pirate Guard, Quang:Koko, Instant Armor, Fell:Cecaelia, Fell:Spiny Eurypterid, Norge: Gargoyle Sniper,
"
Skills and Powers:
SKILLS
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."

Random Monsters 1-3 drawn.
Krelloort is only card at #4: Dagon's Jaws


Korundo Deck Handler

Hour is Blessing of Besmara

Start of turn
Leryn examines top of deck to find Krelloort

change power feat to +1d10

Move
Move to Dagon Jaws

First explore
Encounter Krelloort.
Combat damage: 1d4 ⇒ 2 Display aspect of the bear to reduce this by 3.

first combat - Difficulty increase : 1d10 ⇒ 1

reveal elk to use survival+1d10 and add animal trait +1d4, recharge saber-toothed tiger to add 1d6. Reveal Besmaran Vestmaents to add 2 since Korundo has divine trait. discard blessing of the gods to bless the check. +1d6 for divine fortune.
Combat 16+1: 1d8 + 5 + 1d10 + 1d4 + 1d6 + 2 + 1d8 + 1d6 ⇒ (3) + 5 + (1) + (3) + (4) + 2 + (3) + (3) = 24 [ooc]Success.

second combat - Difficulty increase : 1d10 ⇒ 7

Reveal elk to use survival+1d10 and add animal trait +1d4. Reveal Besmaran Vestmaents to add 2 since Korundo has divine trait. Use Damiel's Fire Cannon to add 2d8 and fire to the check. +1d6 from divine fortune. Amli will display both his blessings to add 2 each to the check since Korundo revealed his armor. discard blessing of gorum to bless the check.

Combat 18+7: 1d8 + 5 + 1d10 + 1d4 + 2 + 2d8 + 1d6 + 2 + 2 + 1d8 ⇒ (6) + 5 + (9) + (3) + 2 + (7, 1) + (4) + 2 + 2 + (8) = 49 [ooc]Success. We win[/dice=


5-5D DEVELOPMENT
"Victory!" the fishfolk cry in unison, though in Aquan it sounds little more like the sound of tongues striking lips. You and your metal octopus were able to tip the balance in the fishfolk's favor. The sea devils are retreating back into the darkness of the trench.

"After them!" you shout.

You push your craft in pursuit. Fishfolk soldiers cheer you on as you swoop past them deeper into the trench. The sea devils aren't getting away that easily! Onward, you command your strange vessel, to the bottom of the sea!

REWARD
For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

ACQUIRED CARDS
Coral Capuchin (Ally 1)
Mogmurch (Ally P)
Besmaran Priest (Ally B)
Besmaran Vestments (Armor 3)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Hshurha (Blessing 2)
Blessing of the Gods (Blessing B)


5-5E: GET KRAKEN!
The light rapidly fades as you go deeper into the trench. Just as you find yourself surrounded by inky darkness, lights on your metal octopus wink on, but the illumination they provide grants only a small field of view. Suddenly, there's a loud thud. The entire craft shakes violently, jarring you from your seat. Through the craft's window, a gigantic eye comes into view. It seems you've found the reason the sea devils were pushing out of the trench.

An immense cylindrical body extends into the darkness, where you can just make out an enormous mass of squidlike tentacles. But this is no squid. Squid are a lot smaller, and they don't have that gleam of fell intellect lurking behind their eyes. This is a kraken. One that seems to want to crack your mechanical octopus open and devour you whole.

"Turn, turn!" you shout at the apparatus, but it is really no good at that, not even a little. The many legs of the vehicle collapse into each other, wedging themselves into the ocean floor.

You need to get out of this metal death trap, and then you need to fight a kraken. In the dark. Without wasting any time, you begin releasing the clasps and seals around the entrance to the apparatus, tightly gripping the magical pearls that will allow you to survive underwater, if the kraken doesn't kill you. Seconds later, the kraken crushes the vehicle with powerful tentacles, casting aside the torn shards of metal as it notices you just a few yards away. The beast opens its maw and surges forth, ready to eat you in one gulp!

STORY BANES
Villain: Kraken Maw
Henchmen: Kraken Tentacles

Kraken Maw:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Strength Melee Constitution Fortitude 8 THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle. If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

Kraken Tentacle:

Henchman
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. If undefeated, move to a random other location and end your turn. If defeated, you may immediately attempt to close the location this henchman came from.

DURING THIS SCENARIO
After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.

Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.

At the start of your turn, succeed at a Strength, Melee, Constitution or Fortitude 11 check or move to a random other location, then roll 1d4:
1 - Your ship is dealt 1d4 Structural damage.
2 - You are dealt 1d4 Combat Damage.
3 - Discard a random card
4 - Bury a random card from your discard pile.

At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.


Initial plunder.

Plunder: 1d6 ⇒ 4
Plunder: 1d6 ⇒ 2

During This Adventure: Your ship is the Apparatus of the Octopus.

During This Scenario: STORY BANES
Villain: Kraken Maw
Henchmen: Kraken Tentacles

Kraken Maw:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Strength Melee Constitution Fortitude 8 THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle. If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

Kraken Tentacle:

Henchman
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. If undefeated, move to a random other location and end your turn. If defeated, you may immediately attempt to close the location this henchman came from.

DURING THIS SCENARIO
After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.

Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.

At the start of your turn, succeed at a Strength, Melee, Constitution or Fortitude 11 check or move to a random other location, then roll 1d4:
1 - Your ship is dealt 1d4 Structural damage.
2 - You are dealt 1d4 Combat Damage.
3 - Discard a random card
4 - Bury a random card from your discard pile.

At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

Additional Rules:

S&S Specific 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, Damiel/MatsuKurisu

Party's current ship: Devil's Remains:

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

Random Cards:

Monsters
Spoiler:
Port Peril Corsair
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.

Spoiler:
Giant Sea Anemone
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.

Spoiler:
Manticore
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.

Spoiler:
Giant Rock Crab
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.

Spoiler:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Barriers
Spoiler:
Sabotage
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.

Spoiler:
Barroom Brawl
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.

Spoiler:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Spoiler:
Becalmed
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.

Spoiler:
Goblin Keelhaulin'
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.

Weapons
Spoiler:
Seaborne Trident +1
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.

Spoiler:
Icy Boarding Pike +1
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.

Spoiler:
Falcata +1
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.

Spoiler:
Flaming Falcata +3
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.

Spoiler:
Rapier +2
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
Spoiler:
Rage
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.

Spoiler:
Safe Harbor
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.

Spoiler:
Wall of Fire
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.

Spoiler:
Find Traps
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.

Spoiler:
Animate Water
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
Spoiler:
Goblin Buckler Gun
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.

Spoiler:
Shark Skin Armor
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.

Spoiler:
Fortified Breastplate
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.

Spoiler:
Brine Dragonhide Breastplate
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.

Spoiler:
Besmaran Vestments
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
Spoiler:
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.

Spoiler:
Skeleton Anchor
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.

Spoiler:
Potion of Flying
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.

Spoiler:
Potion of Heroism
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.

Spoiler:
Besmara's Bones
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.

Allies
Spoiler:
Albatross
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.

Spoiler:
Albatross
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.

Spoiler:
Mogmurch
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


Spoiler:
Sefina
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.

Spoiler:
Royster McCleagh
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.

Blessings
Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Current Hour:

Blessing of Norgorber:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/Akaitora:
Spoiler:
Hourglass Card 1 Amli/Akaitora
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.
Hourglass Card 2 Radovan/Grimsnik:
Spoiler:
Hourglass Card 2 Radovan/Grimsnik
Blessing of Milani
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.
Hourglass Card 3 Korundo/morph147:
Spoiler:
Hourglass Card 3 Korundo/morph147
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.
Hourglass Card 4 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 4 Damiel/MatsuKurisu
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.
Hourglass Card 5 Amli/Akaitora:
Spoiler:
Hourglass Card 5 Amli/Akaitora
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.
Hourglass Card 6 Radovan/Grimsnik:
Spoiler:
Hourglass Card 6 Radovan/Grimsnik
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.
Hourglass Card 7 Korundo/morph147:
Spoiler:
Hourglass Card 7 Korundo/morph147
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.
Hourglass Card 8 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 8 Damiel/MatsuKurisu
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.
Hourglass Card 9 Amli/Akaitora:
Spoiler:
Hourglass Card 9 Amli/Akaitora
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.
Hourglass Card 10 Radovan/Grimsnik:
Spoiler:
Hourglass Card 10 Radovan/Grimsnik
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.
Hourglass Card 11 Korundo/morph147:
Spoiler:
Hourglass Card 11 Korundo/morph147
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.
Hourglass Card 12 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 12 Damiel/MatsuKurisu
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.
Hourglass Card 13 Amli/Akaitora:
Spoiler:
Hourglass Card 13 Amli/Akaitora
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.
Hourglass Card 14 Radovan/Grimsnik:
Spoiler:
Hourglass Card 14 Radovan/Grimsnik
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.
Hourglass Card 15 Korundo/morph147:
Spoiler:
Hourglass Card 15 Korundo/morph147
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.
Hourglass Card 16 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 16 Damiel/MatsuKurisu
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.
Hourglass Card 17 Amli/Akaitora:
Spoiler:
Hourglass Card 17 Amli/Akaitora
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.
Hourglass Card 18 Radovan/Grimsnik:
Spoiler:
Hourglass Card 18 Radovan/Grimsnik
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.
Hourglass Card 19 Korundo/morph147:
Spoiler:
Hourglass Card 19 Korundo/morph147
Blessing of Milani
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.
Hourglass Card 20 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 20 Damiel/MatsuKurisu
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.
Hourglass Card 21 Amli/Akaitora:
Spoiler:
Hourglass Card 21 Amli/Akaitora
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.
Hourglass Card 22 Radovan/Grimsnik:
Spoiler:
Hourglass Card 22 Radovan/Grimsnik
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.
Hourglass Card 23 Korundo/morph147:
Spoiler:
Hourglass Card 23 Korundo/morph147
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.
Hourglass Card 24 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 24 Damiel/MatsuKurisu
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.
Hourglass Card 25 Amli/Akaitora:
Spoiler:
Hourglass Card 25 Amli/Akaitora
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.
Hourglass Card 26 Radovan/Grimsnik:
Spoiler:
Hourglass Card 26 Radovan/Grimsnik
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.
Hourglass Card 27 Korundo/morph147:
Spoiler:
Hourglass Card 27 Korundo/morph147
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.
Hourglass Card 28 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 28 Damiel/MatsuKurisu
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.
Hourglass Card 29 Amli/Akaitora:
Spoiler:
Hourglass Card 29 Amli/Akaitora
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: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0
Plunder Deck Card 1:

Onyx of Constitution
SS
Item B
Traits:
Object
Magic
To Acquire:
Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
Plunder Deck Card 2:

Find Traps
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.

Location #1: 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

Gannet Island Card 1:
Animated Shield
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.
Gannet Island Card 2:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Gannet Island Card 3:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Gannet Island Card 4:
Grayflame Mace +2
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.
Gannet Island Card 5:
Ring of Regeneration
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.
Gannet Island Card 6:
Darkforest Anemone
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.
Gannet Island Card 7:
Ambush
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.
Gannet Island Card 8:
Potion of Flying
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.
Gannet Island Card 9:
Falcata +1
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.
Gannet Island Card 10:
Voidstick Zombie
SS
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 20
OR Divine 16
The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.

Location #2: 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: Radovan/Grimsnik, Korundo/morph147, Damiel/MatsuKurisu, Amli/Akaitora, Apparatus of the Octopus (anchored), Pearl of the Sirines
Raker Shoals Card 1:
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Raker Shoals Card 2:
Benevolent Buckler
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.
Raker Shoals Card 3:
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.
Raker Shoals Card 4:
Potion of the Ocean
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.
Raker Shoals Card 5:
Hull Damage
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.
Raker Shoals Card 6:
Kraken Maw
None
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Strength
Melee
Constitution
Fortitude 8
THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.
Raker Shoals Card 7:
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.
Raker Shoals Card 8:
Sandbar
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.
Raker Shoals Card 9:
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.
Raker Shoals Card 10:
Musket +2
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.

Location #3: 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
Shipwreck Graveyard Card 1:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Shipwreck Graveyard Card 2:
Potion of Healing
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.
Shipwreck Graveyard Card 3:
Becalmed
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.
Shipwreck Graveyard Card 4:
Flaming Longbow +2
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.
Shipwreck Graveyard Card 5:
Sandbar
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.
Shipwreck Graveyard Card 6:
Reflecting Buckler
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.
Shipwreck Graveyard Card 7:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Shipwreck Graveyard Card 8:
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.
Shipwreck Graveyard Card 9:
Wall of Blades
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.
Shipwreck Graveyard Card 10:
Nirento
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.

Location #4: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Tempest Cay Card 1:
Owlbeartross
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.
Tempest Cay Card 2:
Mercenary
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_
Tempest Cay Card 3:
Animated Shield
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.
Tempest Cay Card 4:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Tempest Cay Card 5:
Sabotage
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.
Tempest Cay Card 6:
Control Weather
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.
Tempest Cay Card 7:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Tempest Cay Card 8:
Mase Darimar
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.
Tempest Cay Card 9:
Ederleigh Baines
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.
Tempest Cay Card 10:
Skeleton Crew
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.

Location #5: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Gozreh's Flow Card 1:
Cannonade
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.
Gozreh's Flow Card 2:
Symbol of Insanity
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.
Gozreh's Flow Card 3:
Sapphire Jellyfish
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.
Gozreh's Flow Card 4:
Barroom Brawl
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.
Gozreh's Flow Card 5:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 6:
Potion of the Ocean
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.
Gozreh's Flow Card 7:
Sea Drake
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Gozreh's Flow Card 8:
Pirate Captain
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.
Gozreh's Flow Card 9:
Shackles Pirate
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.
Gozreh's Flow Card 10:
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.

Location #6: 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: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Dagon's Jaws Card 1:
Cecaelia
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.
Dagon's Jaws Card 2:
Heartbreak Hinsin
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.
Dagon's Jaws Card 3:
Potion of Heroism
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.
Dagon's Jaws Card 4:
Lady Cerise Bloodmourn
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.
Dagon's Jaws Card 5:
Goblin Pegleg
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

Dagon's Jaws Card 6:
Great White Shark
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 #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: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Dagon's Jaws Card 1:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Dagon's Jaws Card 2:
Large Chest
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.
Dagon's Jaws Card 3:
Sea Serpent
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.
Dagon's Jaws Card 4:
Ambush
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.


Korundo Deck Handler

starting cohort Leryn

"

Korundo wrote:

Hand: Blessings of the Ancients, Boots of Teleportation, Wendifisa Spear, Saber-toothed Tiger, Blessing of Gorum,

Displayed: Leryn,
Deck: 17 Discard: 0 Buried: 0
Notes: power feat: +1d10
Sideboard cards:

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

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

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


"

Dark Archive

Deck handler link
Damiel wrote:

Hand: Blessing of Kofusachi, Blessing of Abadar, Alchemist's Suit, Flame Cannon, Steel Ibis Lamellar, Potion of Focus,

Displayed: , , , , , ,
Deck: 16 Discard: 0 Buried: 0
"Notes: Distant: Flame Cannon available. Blessing Available
Local: Items Available
Other: "

Skills and Powers:
SKILLS

Strength d4 +0
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 2
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE


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

Loot: Replacing Shadowless Sword with Scoundrel's Sword Cane.

Radovan wrote:

Hand: Surgeon, Red Carriage, Wayfinder, Grogul, Scoundrel's Sword Cane, Blessing of the Gods,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Movement: Flaming Longsword +3: When another character at your location attempts a combat check, recharge this card to add 1d8+1 and the Fire trait
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Arnisant, Pillaging Mace, Fortified Breastplate, Grappler's Mask, Blessing of the Samurai, Blessing of Abadar, Keren Rhinn, Elyana, Flaming Longsword +3, Blessing of Shax
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
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 ([X] 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."


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

Hand: Flaming Longsword +3, Mighty Steed, Blessing of Gozreh, Belt of Charging, Fortified Breastplate, Jorgenfist Spear, War Drum,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Raker Shoals
Hero Points: 1
NOTES:
Available Support: Please take me with your when you move 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 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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mountain Pattern Armor, Major Cure, Blessing of Abadar, Grappler's Mask, Divine Fortune, Blessing of the Father of Creation, Dwarven Earthbreaker +1, Wolfhide Armor, Whip of Centipedes, Blessing of Tsukiyo, Golembane Hammer +2, Blessing of Gorum, Blessing of Shax, Renewal, Reflecting Buckler
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
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.

Dark Archive

Deck handler link

Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,

Out of Turn updates:

Blessing = 1 Damiel/Matsu Kurisu: Blessing of Norgorber

Start of Turn
At: #2: Raker Shoals
Location SoT: 1 Structural damage - (Blessing of Abadar)
SoT Strength 11: 1d4 ⇒ 1 - Failed. effect: 1d4 ⇒ 2 Combat damage: 1d4 ⇒ 1 - Reveal Steel Ibis Lamellar -3 to 0

Discard Blessing of Kofusachi, draw Alchemy Lab
Bury Alchemy Lab, draw Alchemical item

I1: Bottled Lightning, 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.

Give: No
Move: #7: Dagon's Jaws
At This Location:

Free explore = 1: Kraken Tentacle, Henchman 5: Combat 24

Spoiler:
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA Structural damage: 1d4 ⇒ 4 SHIP WRECKED
SoT Strength 11: 1d4 ⇒ 3. Failed Combat damage: 1d4 ⇒ 3 - Reveal Steel Ibis Lamellar -3 to 0 and discard top of deck(Delve)
Recovery ac Bottled Lightning(Alchemist's Suit) 1d12+2+3d8+1d10+2+3
Combat 24: 1d12 + 2 + 3d8 + 1d10 + 2 + 3 ⇒ (4) + 2 + (2, 4, 7) + (5) + 2 + 3 = 29 - Banished
Craft 16 Recharge: 1d10 + 2 + 3 ⇒ (5) + 2 + 3 = 10 No, discard (Steel Ibis Lamellar)

Location #7: Dagon's Jaws - CLOSED
When Closing: defeat the henchman Vrykolakas.
Vrykolakas, henchman 5 (monster) Combat 20 OR Wisdom / Divine 16

Spoiler:
Traits: Undead, Aquatic
Combat 20 OR Wisdom / Divine 16
The Vrykolakas is immune to the Mental and Poison trait.
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.

Recovery Flame Cannon 1d4+4d8, Scenario vs Undead +1d4
Combat 20: 1d4 + 4d8 + 1d4 ⇒ (4) + (1, 1, 4, 8) + (1) = 19 - Failing. Use Paizo reroll
Combat 20: 1d8 + 18 ⇒ (4) + 18 = 22 - Banished
Vrykolakas Poison damage: 1d4 ⇒ 2 Discard Alchemist's Suit -3 to 0. Fetch Alchemical (Sunrod)

End of Turn
Damiel.EoT - Recharge random card: 1d5 ⇒ 4 from discard (Steel Ibis Lamellar)

Recovery
Shuffle ac Bottled Lightning, Flame Cannon

Reset
Discard
Draw ac Bottled Lightning, Crystalline Carnivore, Galvanic Kopis +2, Potion of Restoration

Summary
Location = #7: Dagon's Jaws - CLOSED
Acquired = I1: Bottled Lightning
Banished = 1: Kraken Tentacle
Examined =
Displayed =

Location =
Banished =

From Box = I1: Bottled Lightning

Give =
Used = Paizo Reroll

Other = SHIP WRECKED - When you discard cards as structural damage, they must be either spells or discarded at random.

Damiel wrote:

Hand: Sunrod, Potion of Focus, ac Bottled Lightning, Crystalline Carnivore, Galvanic Kopis +2, Potion of Restoration,

Displayed: , , , , , ,
Deck: 12 Discard: 4 Buried: 1
"Notes: Distant:
Local: Items Available
Other: "

Skills and Powers:
SKILLS

Strength d4 +0
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 2
Paizo Reroll USED
Play Mat Card Draw AVAILABLE

Dark Archive

Deck handler link

Correcting turn
attempting to repair ship at start of move step
Craft 6: 1d10 + 2 + 3 ⇒ (7) + 2 + 3 = 12 Repaired

End of Turn
Scenario Not at Pearl: Bury (ac Bottled Lightning)

Correcting hand
Draw Major Cure

Damiel wrote:

Hand: Sunrod, Potion of Focus, Major Cure, Crystalline Carnivore, Galvanic Kopis +2, Potion of Restoration,

Displayed: , , , , , ,
Deck: 11 Discard: 4 Buried: 2
"Notes: Distant:
Local: Items Available
Other: "

Skills and Powers:
SKILLS

Strength d4 +0
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 2
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE


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

Starting Amli's turn. The hour is Blessing of the Gods.

At the start of Amli's turn, she draws Pearl of the Sirines.

Also at the start of her turn, the scenario effect triggers. Amli has to succeed at a Fortitude 11 check. She will reveal and then display her Fortified Breastplate to add +5 to her check.

Scenario Effect, Fortitude 11: 1d10 + 4 + 5 ⇒ (6) + 4 + 5 = 15

At the start of her Move Step, Amli will attempt to repair our ship.

Repair check, Craft 6: 1d10 + 4 ⇒ (8) + 4 = 12

Ship Repaired!

Then, Amli will move to Gozreh's Flow.

Amli will display Pearl of the Sirines at Gozreh's Flow., then explore to encounter Gozreh's Flow Card 1: Cannonade. I will ask Korundo to recharge his Blessing of the Ancients (hour has the basic trait) to Bless Amli's check.

CtD Wisdom 10: 2d10 + 1 ⇒ (5, 9) + 1 = 15

Defeated! We take 2 Structural Damage. Amli discards her Flaming Longsword and Mighty Steed to it.

Amli will now reveal discard her Blessing of Gozreh to explore again and encounter Gozreh's Flow Card 2: Symbol of Insanity. Grumble, grumble, not a monster. Amli's chances at defeating this are not great even with a blessing, so she will just fail it. She would choose another character to take damage, but there are none. Gozreh's Flow is shuffled.

Amli will recharge her War Drum to draw her Flaming Longsword +3 from her discard pile.

Amli will end her turn and reset her hand. After doing so, she will swap out her Flaming Longsword +3 with Blessing of Gozreh in her discard pile.

Amli wrote:

Hand: Blessing of Gorum, Belt of Charging, Fortified Breastplate, Jorgenfist Spear, Blessing of Gozreh,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Current Location: Gozreh's Flow
Hero Points: 1
NOTES:
Available Support: Please take me with your when you move 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 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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Grappler's Mask, Major Cure, Blessing of Abadar, Blessing of the Father of Creation, Whip of Centipedes, Renewal, Blessing of Shax, Divine Fortune, Blessing of Tsukiyo, Golembane Hammer +2, Wolfhide Armor, Reflecting Buckler, Dwarven Earthbreaker +1, Mountain Pattern Armor
Recharged: War Drum,
Discard Pile: Mighty Steed, Flaming Longsword +3,
Buried Pile:

Skills and Powers:
SKILLS
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.


A plunder card was banished at the end of Damiel's turn since the ship was wrecked.

During This Adventure: Your ship is the Apparatus of the Octopus.

During This Scenario: STORY BANES
Villain: Kraken Maw
Henchmen: Kraken Tentacles

Kraken Maw:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Strength Melee Constitution Fortitude 8 THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle. If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

Kraken Tentacle:

Henchman
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. If undefeated, move to a random other location and end your turn. If defeated, you may immediately attempt to close the location this henchman came from.

DURING THIS SCENARIO
After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.

Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.

At the start of your turn, succeed at a Strength, Melee, Constitution or Fortitude 11 check or move to a random other location, then roll 1d4:
1 - Your ship is dealt 1d4 Structural damage.
2 - You are dealt 1d4 Combat Damage.
3 - Discard a random card
4 - Bury a random card from your discard pile.

At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

Additional Rules:

S&S Specific 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: 3, Radovan/Grimsnik

Party's current ship: Devil's Remains:

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

Random Cards:

Monsters
Spoiler:
Marine
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.

Spoiler:
Giant Jellyfish
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.

Spoiler:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Spoiler:
Will-o'-Wisp
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_

Spoiler:
Sea Hag
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.

Barriers
Spoiler:
Phantom Fog
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.

Spoiler:
Lookout Duty
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.

Spoiler:
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.

Spoiler:
Storm
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.

Spoiler:
Crawling Cyclops Hands
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.

Weapons
Spoiler:
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.

Spoiler:
Dagger Pistol +1
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.

Spoiler:
Spellsword +2
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.

Spoiler:
Humanbane Crossbow +2
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.

Spoiler:
Navigator Musket +1
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.

Spells
Spoiler:
Seamantle
SS
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Raise Dead
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.

Spoiler:
Dimension Leap
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.

Spoiler:
Resist Energy
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.

Spoiler:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

Armors
Spoiler:
Fortified Breastplate
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.

Spoiler:
Benevolent Buckler
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.

Spoiler:
Eel Skin Armor
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.

Spoiler:
Besmaran Vestments
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.

Spoiler:
Reflecting Buckler
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
Spoiler:
Spyglass
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.

Spoiler:
Tot Flask
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.

Spoiler:
Emerald of Dexterity
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.

Spoiler:
Wizard's Hook
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.

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

Allies
Spoiler:
Sefina
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.

Spoiler:
Haneilius Fitch
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.

Spoiler:
Merrill Pegsworthy
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.

Spoiler:
Tessa Fairwind
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.

Spoiler:
Royster McCleagh
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.

Blessings
Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Current Hour:

Blessing of Milani:
Blessing of Milani
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.

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Korundo/morph147:
Spoiler:
Hourglass Card 1 Korundo/morph147
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.
Hourglass Card 2 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 2 Damiel/MatsuKurisu
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.
Hourglass Card 3 Amli/Akaitora:
Spoiler:
Hourglass Card 3 Amli/Akaitora
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.
Hourglass Card 4 Radovan/Grimsnik:
Spoiler:
Hourglass Card 4 Radovan/Grimsnik
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.
Hourglass Card 5 Korundo/morph147:
Spoiler:
Hourglass Card 5 Korundo/morph147
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.
Hourglass Card 6 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 6 Damiel/MatsuKurisu
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.
Hourglass Card 7 Amli/Akaitora:
Spoiler:
Hourglass Card 7 Amli/Akaitora
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.
Hourglass Card 8 Radovan/Grimsnik:
Spoiler:
Hourglass Card 8 Radovan/Grimsnik
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.
Hourglass Card 9 Korundo/morph147:
Spoiler:
Hourglass Card 9 Korundo/morph147
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.
Hourglass Card 10 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 10 Damiel/MatsuKurisu
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.
Hourglass Card 11 Amli/Akaitora:
Spoiler:
Hourglass Card 11 Amli/Akaitora
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.
Hourglass Card 12 Radovan/Grimsnik:
Spoiler:
Hourglass Card 12 Radovan/Grimsnik
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.
Hourglass Card 13 Korundo/morph147:
Spoiler:
Hourglass Card 13 Korundo/morph147
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.
Hourglass Card 14 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 14 Damiel/MatsuKurisu
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.
Hourglass Card 15 Amli/Akaitora:
Spoiler:
Hourglass Card 15 Amli/Akaitora
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.
Hourglass Card 16 Radovan/Grimsnik:
Spoiler:
Hourglass Card 16 Radovan/Grimsnik
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.
Hourglass Card 17 Korundo/morph147:
Spoiler:
Hourglass Card 17 Korundo/morph147
Blessing of Milani
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.
Hourglass Card 18 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 18 Damiel/MatsuKurisu
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.
Hourglass Card 19 Amli/Akaitora:
Spoiler:
Hourglass Card 19 Amli/Akaitora
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.
Hourglass Card 20 Radovan/Grimsnik:
Spoiler:
Hourglass Card 20 Radovan/Grimsnik
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.
Hourglass Card 21 Korundo/morph147:
Spoiler:
Hourglass Card 21 Korundo/morph147
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.
Hourglass Card 22 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 22 Damiel/MatsuKurisu
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.
Hourglass Card 23 Amli/Akaitora:
Spoiler:
Hourglass Card 23 Amli/Akaitora
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.
Hourglass Card 24 Radovan/Grimsnik:
Spoiler:
Hourglass Card 24 Radovan/Grimsnik
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.
Hourglass Card 25 Korundo/morph147:
Spoiler:
Hourglass Card 25 Korundo/morph147
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.
Hourglass Card 26 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 26 Damiel/MatsuKurisu
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.
Hourglass Card 27 Amli/Akaitora:
Spoiler:
Hourglass Card 27 Amli/Akaitora
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: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0
Plunder Deck Card 1:

Find Traps
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.

Location #1: 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

Gannet Island Card 1:
Animated Shield
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.
Gannet Island Card 2:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Gannet Island Card 3:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Gannet Island Card 4:
Grayflame Mace +2
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.
Gannet Island Card 5:
Ring of Regeneration
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.
Gannet Island Card 6:
Darkforest Anemone
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.
Gannet Island Card 7:
Ambush
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.
Gannet Island Card 8:
Potion of Flying
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.
Gannet Island Card 9:
Falcata +1
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.
Gannet Island Card 10:
Voidstick Zombie
SS
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 20
OR Divine 16
The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.

Location #2: 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: Radovan/Grimsnik, Korundo/morph147, Apparatus of the Octopus (anchored)
Raker Shoals Card 1:
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Raker Shoals Card 2:
Benevolent Buckler
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.
Raker Shoals Card 3:
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.
Raker Shoals Card 4:
Potion of the Ocean
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.
Raker Shoals Card 5:
Hull Damage
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.
Raker Shoals Card 6:
Kraken Maw
None
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Strength
Melee
Constitution
Fortitude 8
THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.
Raker Shoals Card 7:
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.
Raker Shoals Card 8:
Sandbar
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.
Raker Shoals Card 9:
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.
Raker Shoals Card 10:
Musket +2
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.

Location #3: 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
Shipwreck Graveyard Card 1:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Shipwreck Graveyard Card 2:
Potion of Healing
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.
Shipwreck Graveyard Card 3:
Becalmed
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.
Shipwreck Graveyard Card 4:
Flaming Longbow +2
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.
Shipwreck Graveyard Card 5:
Sandbar
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.
Shipwreck Graveyard Card 6:
Reflecting Buckler
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.
Shipwreck Graveyard Card 7:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Shipwreck Graveyard Card 8:
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.
Shipwreck Graveyard Card 9:
Wall of Blades
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.
Shipwreck Graveyard Card 10:
Nirento
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.

Location #4: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Tempest Cay Card 1:
Owlbeartross
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.
Tempest Cay Card 2:
Mercenary
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_
Tempest Cay Card 3:
Animated Shield
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.
Tempest Cay Card 4:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Tempest Cay Card 5:
Sabotage
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.
Tempest Cay Card 6:
Control Weather
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.
Tempest Cay Card 7:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Tempest Cay Card 8:
Mase Darimar
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.
Tempest Cay Card 9:
Ederleigh Baines
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.
Tempest Cay Card 10:
Skeleton Crew
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.

Location #5: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Amli/Akaitora, Pearl of the Sirines (displayed) Symbol of Insanity (somewhere in the deck)
Gozreh's Flow Card 1:
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.
Gozreh's Flow Card 2:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Gozreh's Flow Card 3:
Potion of the Ocean
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.
Gozreh's Flow Card 4:
Sea Drake
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Gozreh's Flow Card 5:
Symbol of Insanity
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.
Gozreh's Flow Card 6:
Barroom Brawl
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.
Gozreh's Flow Card 7:
Pirate Captain
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.
Gozreh's Flow Card 8:
Shackles Pirate
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.
Gozreh's Flow Card 9:
Sapphire Jellyfish
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.

Location #6: 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: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Dagon's Jaws Card 1:
Cecaelia
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.
Dagon's Jaws Card 2:
Heartbreak Hinsin
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.
Dagon's Jaws Card 3:
Potion of Heroism
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.
Dagon's Jaws Card 4:
Lady Cerise Bloodmourn
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.
Dagon's Jaws Card 5:
Goblin Pegleg
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

Dagon's Jaws Card 6:
Great White Shark
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 #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: Damiel/MatsuKurisu, None


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

Hourglass: Blessing of Milani

SOT- SOT Fort 11: 2d8 + 3 ⇒ (5, 8) + 3 = 16 Discard Blessing of the Gods
Discard Grogul for Location Structural Damage

Move Shipwreck Graveyard
BYA SD: 1d4 ⇒ 3 Ship prevents two damage, discard wayfinder for last damage
Fortitude 11: 1d8 + 3 ⇒ (8) + 3 = 11
Combat 24: 3d8 + 2 + 2d6 + 2 + 1d4 + 2 ⇒ (2, 5, 8) + 2 + (3, 2) + 2 + (2) + 2 = 28 Using Amli's Blessing of Gorum Displaying Marine next to Quang

Close attempt- plunder table: 1d6 ⇒ 3 Fortified Breastplate
Fortitude 10: 1d8 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14 Bury Marine

WPC- SD: 1d4 ⇒ 3 Discard Surgeon, Fortified Breastplate II and Scoundrel's Swordcane

EOT- Display Red Carriage to move to Gozreh's Flow.

Radovan wrote:

Hand: Blessing of the Samurai, Blessing of Shax, Grappler's Mask, Sawtooth Sabre +2, Keren Rhinn, Fortified Breastplate,

Displayed: Red Carriage,
Deck: 9 Discard: 6 Buried: 1
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Movement: Flaming Longsword +3: When another character at your location attempts a combat check, recharge this card to add 1d8+1 and the Fire trait
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flaming Longsword +3, Pillaging Mace, Elyana, Blessing of Abadar, Arnisant
Recharged:
Discard Pile: Blessing of the Gods, Grogul, Wayfinder, Scoundrel's Sword Cane, Surgeon, Fortified Breastplate II,
Buried Pile: Quang: Marine,
"
Skills and Powers:
SKILLS
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 ([X] 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 is closed
Random Monster #1 drawn
Amli's Blessing of Gorum used.
Current location Gozreh's Flow
Red Carriage displayed- reduce damage dealt to players by 1.


Korundo Deck Handler

Out of turn - at the end of Radovan's turn, Korundo will recharge boots of teleportation to move to Gozerh Flow.

Hour is Blessing of Cayden Cailean

start of turn
Leryn examines the top of the location deck to find Gozreh's Flow Card 1: Blessing of the Gods

Korundo will change power feat to recharge a card to use survival in place of blah.

Start of turn will do Melee 11. Reveal saber-toothed tiger to add 1d4 to check
Melee 11: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (2) = 11 Success.

first explore
Encounter Blessing of the Gods. Auto acquire.

second explore
Discard blessing of the gods to explore again. Encounter Gozreh's Flow Card 2: Kraken Tentacle.

BYA structural damage: 1d4 ⇒ 3 reduce by 2 by ship, discard blessing of the ancients.

melee bya, reveal saber-tooted tiger to add animal and 1d4, +1d4 from perils being displayed [ooc]Need to make sure I can punch this thingBYA Melee 11: 1d10 + 4 + 1d4 + 1d4 ⇒ (2) + 4 + (2) + (4) = 12 [ooc]Success

Reveal Wendifisa Spear to use Melee+1d12+1, reveal saber-toothed Tiger to add animal and 1d4. +1d4 from perils. Discard blessing of Gorum to add 2 die to the check.
Combat 24: 1d10 + 4 + 1d12 + 1 + 1d4 + 1d4 + 2d10 ⇒ (9) + 4 + (12) + 1 + (3) + (2) + (10, 8) = 49 Success

Attempt to close. reveal saber-toothed tiger to add animal and 1d4
Survival 7: 1d8 + 5 + 1d4 ⇒ (4) + 5 + (3) = 12 Success. Close Gozerh flow. upon closing, draw the Perils of the Shrines. then move to a random location

Random location : 1d7 ⇒ 7 Move Korundo and Amli to Location 7 Perils of the Shrines. Korundo will display the Perils of the shrines next to the Perils of the Shrines so Damiel can grab it on his turn.

End turn
Reset hand, end turn

"

Korundo wrote:

Hand: Aspect of the Bear, Pteranodon, Wendifisa Spear, Saber-toothed Tiger, Snow Leopard,

Displayed: Leryn,
Deck: 14 Discard: 3 Buried: 0
Notes: power feat: +1d10
Sideboard cards:

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

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

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


"

Upkeep
Acquire = Gozerh Flow #1
Banish = Gozerh Flow #2
Close = Gozerh Flow
Moved =Amli and Korundo are at Location 7: Dagon's Jaws

Notes 1= Akai needs to do the BYA check for when I encountered henchman

Notes 2=Perils of the Shrine is currently displayed next to Location 7: Dagon's Jaws so Damiel can grab it and take it with him.


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

During Korundo's turn, he couldn't have discarded his Blessing of the Ancients for structural damage since Amli already had used it on her turn. Instead, she will discard her Belt of Charging to keep Korundo's turn as posted above.

Also during Korundo's turn, Amli needs to make a Fortitude 11 check. She will reveal and then display her Fortified Breastplate to add +5 to her check.

BYA Fortitude 11: 1d10 + 4 + 5 ⇒ (1) + 4 + 5 = 10

Ouch. Well, let's see how much damage I take.

Combat damage: 1d4 ⇒ 4

Hand-wipe! Also, I discard the top card of my deck: Renewal.

Amli wrote:

Hand:

Displayed: Fortified Breastplate,
Deck: 14 Discard: 7 Buried: 0
Current Location: Dragon Jaws
Hero Points: 1
NOTES:
Available Support: Please take me with your when you move 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 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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Shax, Mountain Pattern Armor, Blessing of Abadar, Major Cure, Wolfhide Armor, Golembane Hammer +2, Blessing of the Father of Creation, Blessing of Tsukiyo, Reflecting Buckler, Divine Fortune, Dwarven Earthbreaker +1, Grappler's Mask, Whip of Centipedes
Recharged: War Drum,
Discard Pile: Mighty Steed, Flaming Longsword +3, Blessing of Gorum, Belt of Charging, Jorgenfist Spear, Blessing of Gozreh, Renewal,
Buried Pile:

Skills and Powers:
SKILLS
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.


Radovan still has to attempt a Strength, Melee, Constitution or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of their deck.

During This Adventure: Your ship is the Apparatus of the Octopus.

During This Scenario: STORY BANES
Villain: Kraken Maw
Henchmen: Kraken Tentacles

Kraken Maw:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Strength Melee Constitution Fortitude 8 THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle. If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

Kraken Tentacle:

Henchman
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. If undefeated, move to a random other location and end your turn. If defeated, you may immediately attempt to close the location this henchman came from.

DURING THIS SCENARIO
After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.

Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.

At the start of your turn, succeed at a Strength, Melee, Constitution or Fortitude 11 check or move to a random other location, then roll 1d4:
1 - Your ship is dealt 1d4 Structural damage.
2 - You are dealt 1d4 Combat Damage.
3 - Discard a random card
4 - Bury a random card from your discard pile.

At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

Additional Rules:

S&S Specific 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, Damiel/MatsuKurisu

Party's current ship: Devil's Remains:

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

Random Cards:

Monsters
Spoiler:
Shark-Eating Crab
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.

Spoiler:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

Spoiler:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

Spoiler:
Shackles Pirate
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.

Spoiler:
Marine
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.

Barriers
Spoiler:
Large Chest
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.

Spoiler:
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.

Spoiler:
Crawling Cyclops Hands
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.

Spoiler:
Pirate Entertainments
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.

Spoiler:
Storm
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.

Weapons
Spoiler:
Blasting Pistol +2
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.

Spoiler:
Humanbane Crossbow +2
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.

Spoiler:
Invigorating Kukri +1
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.

Spoiler:
Icy Boarding Pike +1
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.

Spoiler:
Saltbox
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.

Spells
Spoiler:
Protect
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.

Spoiler:
Geyser
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.

Spoiler:
Holy Feast
SS
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

Spoiler:
Geyser
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.

Spoiler:
Resist Energy
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.

Armors
Spoiler:
Shark Skin Armor
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.

Spoiler:
Besmaran Vestments
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.

Spoiler:
Besmaran Vestments
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.

Spoiler:
Shark Skin Armor
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.

Spoiler:
Eel Skin Armor
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.

Items
Spoiler:
Potion of Healing
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.

Spoiler:
Astrolabe
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

Spoiler:
Tot Flask
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.

Spoiler:
Potion of the Ocean
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.

Spoiler:
Potion of Heroism
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.

Allies
Spoiler:
Audessa Reyquio
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.

Spoiler:
Albatross
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.

Spoiler:
Haneilius Fitch
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.

Spoiler:
Pteranodon
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.

Spoiler:
Tessa Fairwind
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.

Blessings
Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Current Hour:

Blessing of the Gods:
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.

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/Akaitora:
Spoiler:
Hourglass Card 1 Amli/Akaitora
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.
Hourglass Card 2 Radovan/Grimsnik:
Spoiler:
Hourglass Card 2 Radovan/Grimsnik
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.
Hourglass Card 3 Korundo/morph147:
Spoiler:
Hourglass Card 3 Korundo/morph147
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.
Hourglass Card 4 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 4 Damiel/MatsuKurisu
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.
Hourglass Card 5 Amli/Akaitora:
Spoiler:
Hourglass Card 5 Amli/Akaitora
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.
Hourglass Card 6 Radovan/Grimsnik:
Spoiler:
Hourglass Card 6 Radovan/Grimsnik
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.
Hourglass Card 7 Korundo/morph147:
Spoiler:
Hourglass Card 7 Korundo/morph147
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.
Hourglass Card 8 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 8 Damiel/MatsuKurisu
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.
Hourglass Card 9 Amli/Akaitora:
Spoiler:
Hourglass Card 9 Amli/Akaitora
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.
Hourglass Card 10 Radovan/Grimsnik:
Spoiler:
Hourglass Card 10 Radovan/Grimsnik
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.
Hourglass Card 11 Korundo/morph147:
Spoiler:
Hourglass Card 11 Korundo/morph147
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.
Hourglass Card 12 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 12 Damiel/MatsuKurisu
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.
Hourglass Card 13 Amli/Akaitora:
Spoiler:
Hourglass Card 13 Amli/Akaitora
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.
Hourglass Card 14 Radovan/Grimsnik:
Spoiler:
Hourglass Card 14 Radovan/Grimsnik
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.
Hourglass Card 15 Korundo/morph147:
Spoiler:
Hourglass Card 15 Korundo/morph147
Blessing of Milani
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.
Hourglass Card 16 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 16 Damiel/MatsuKurisu
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.
Hourglass Card 17 Amli/Akaitora:
Spoiler:
Hourglass Card 17 Amli/Akaitora
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.
Hourglass Card 18 Radovan/Grimsnik:
Spoiler:
Hourglass Card 18 Radovan/Grimsnik
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.
Hourglass Card 19 Korundo/morph147:
Spoiler:
Hourglass Card 19 Korundo/morph147
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.
Hourglass Card 20 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 20 Damiel/MatsuKurisu
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.
Hourglass Card 21 Amli/Akaitora:
Spoiler:
Hourglass Card 21 Amli/Akaitora
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.
Hourglass Card 22 Radovan/Grimsnik:
Spoiler:
Hourglass Card 22 Radovan/Grimsnik
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.
Hourglass Card 23 Korundo/morph147:
Spoiler:
Hourglass Card 23 Korundo/morph147
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.
Hourglass Card 24 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 24 Damiel/MatsuKurisu
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.
Hourglass Card 25 Amli/Akaitora:
Spoiler:
Hourglass Card 25 Amli/Akaitora
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: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0
Plunder Deck Card 1:

Find Traps
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.

Location #1: 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

Gannet Island Card 1:
Animated Shield
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.
Gannet Island Card 2:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Gannet Island Card 3:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Gannet Island Card 4:
Grayflame Mace +2
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.
Gannet Island Card 5:
Ring of Regeneration
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.
Gannet Island Card 6:
Darkforest Anemone
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.
Gannet Island Card 7:
Ambush
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.
Gannet Island Card 8:
Potion of Flying
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.
Gannet Island Card 9:
Falcata +1
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.
Gannet Island Card 10:
Voidstick Zombie
SS
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 20
OR Divine 16
The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.

Location #2: 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: Apparatus of the Octopus (anchored)
Raker Shoals Card 1:
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Raker Shoals Card 2:
Benevolent Buckler
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.
Raker Shoals Card 3:
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.
Raker Shoals Card 4:
Potion of the Ocean
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.
Raker Shoals Card 5:
Hull Damage
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.
Raker Shoals Card 6:
Kraken Maw
None
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Strength
Melee
Constitution
Fortitude 8
THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.
Raker Shoals Card 7:
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.
Raker Shoals Card 8:
Sandbar
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.
Raker Shoals Card 9:
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.
Raker Shoals Card 10:
Musket +2
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.

Location #3: 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 #4: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Tempest Cay Card 1:
Owlbeartross
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.
Tempest Cay Card 2:
Mercenary
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_
Tempest Cay Card 3:
Animated Shield
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.
Tempest Cay Card 4:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Tempest Cay Card 5:
Sabotage
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.
Tempest Cay Card 6:
Control Weather
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.
Tempest Cay Card 7:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Tempest Cay Card 8:
Mase Darimar
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.
Tempest Cay Card 9:
Ederleigh Baines
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.
Tempest Cay Card 10:
Skeleton Crew
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.

Location #5: Gozreh's Flow
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Symbol of Insanity (somewhere in the deck)

Location #6: 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: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

Dagon's Jaws Card 1:
Cecaelia
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.
Dagon's Jaws Card 2:
Heartbreak Hinsin
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.
Dagon's Jaws Card 3:
Potion of Heroism
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.
Dagon's Jaws Card 4:
Lady Cerise Bloodmourn
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.
Dagon's Jaws Card 5:
Goblin Pegleg
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

Dagon's Jaws Card 6:
Great White Shark
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 #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, Korundo/morph147, Damiel/MatsuKurisu, Amli/Akaitora, Pearl of the Sirines (displayed)


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

OOT- Fort 11: 1d8 + 2 + 3 ⇒ (2) + 2 + 3 = 7 Reveal Fortified Breastplate. Combat Damage: 1d4 ⇒ 1 Reveal Fortified Breastplate to reduce damage by three. Discard Flaming Longsword +3 from top of deck. Display Shark-Eating Crab next to Quang.

Dark Archive

Deck handler link

Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,

Out of Turn updates:

Blessing = 5 Damiel/Matsu Kurisu: Blessing of the Gods

Start of Turn
At: #2: Raker Shoals
SoT Strength 11: 1d4 ⇒ 1 - Failed. effect: 1d4 ⇒ 1 Structural damage: 1d4 ⇒ 4 - Wreck ship

Draw Pearl of the Sirines

Major cure Heal Radovan: 1d4 + 1 ⇒ (4) + 1 = 5
Damiel heals card#: 1d4 ⇒ 4 (Alchemist's Suit)

Give: No
Repair Ship: Craft 6: 1d10 + 2 + 3 ⇒ (10) + 2 + 3 = 15 - Success. Ship repaired
Move: #4: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.

Displayed Pearl of the Sirines @ #4: Tempest Cay

recovery Potion of Restoration, draw(Splashbolt Crossbow, Flame Cannon)

Free explore = 1: Owlbeartross, Monster P: Combat 13 THEN Combat 15

Spoiler:
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you act, 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.

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

Reveal Galvanic Kopis +2 1d12+3+1d4+2, Pearl +1d4
Combat 11: 1d12 + 3 + 1d4 + 2 + 1d4 ⇒ (11) + 3 + (3) + 2 + (3) = 22 - Banished

Owlbeartross gets angry, +4DC
Reveal & recharge Sunrod 1d10+2+3+3d6
#1 Combat 17(13+4): 1d10 + 2 + 3 + 3d6 ⇒ (4) + 2 + 3 + (6, 6, 6) = 27

Reveal & recharge Galvanic Kopis +2 1d12+3+1d4+2+8, Freely recovery Flame Cannon +2d8
#2 Combat 19(15+4): 1d12 + 3 + 1d4 + 2 + 8 + 2d8 ⇒ (2) + 3 + (1) + 2 + 8 + (1, 1) = 18 - failing. Use Paizo reroll
#2 Combat 19(15+4): 17 + 1d8 ⇒ 17 + (6) = 23 - Banished

Recovery Crystalline Carnivore, explore +1d on combat = 2: Mercenary, Monster B: Combat 15(10+5)

Spoiler:
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.

Reveal Splashbolt Crossbow 1d12+2+1d10, Crystalline Carnivore +1d10
Combat 15: 1d12 + 2 + 1d10 + 1d10 ⇒ (3) + 2 + (5) + (9) = 19 - Banished

End of Turn
Damiel.EoT - Recharge random card: 1d3 ⇒ 3 from discard (Delve)
Scenario.EoT - Local to Pearl = Yes. No bury

Recovery
Shuffle Potion of Restoration, Major Cure, Flame Cannon, Crystalline Carnivore

Reset
Discard
Draw Steal Soul, Blessing of Norgorber, Liquid Persuasion, Delve

Summary
Location = #4: Tempest Cay
Acquired =
Banished = 1: Owlbeartross, 2: Mercenary
Examined =
Displayed = Pearl of the Sirines

Location =
Banished =

From Box =

Give =
Used =

Other = SHIP WRECKED, then Ship repaired
Heal Radovan 5 cards

Damiel wrote:

Hand: Splashbolt Crossbow, Potion of Focus, Steal Soul, Blessing of Norgorber, Liquid Persuasion, Delve,

Displayed: , , , , , ,
Deck: 13 Discard: 2 Buried: 2
"Notes: Distant: Blessing available
Local: Items Available
Other: "

Skills and Powers:
SKILLS

Strength d4 +0
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 2
Paizo Reroll USED
Play Mat Card Draw AVAILABLE


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

As pointed out in chat, Damiel could not have repaired the ship since he was not local to it. Therefore, our plunder was banished at the end of his turn and the ship is still wrecked.

Starting Amli's turn. The hour is Blessing of Achaekek.

At the start of her turn, the scenario effect triggers.

Scenario Effect, Fortitude 11: 1d10 + 4 ⇒ (4) + 4 = 8
Random location: 1d7 ⇒ 2 Raker Shoals.
Effect: 1d4 ⇒ 1
Structural Damage: 1d4 ⇒ 3 (increased by 1 since Damiel is at Tempest Cay)

Unfortunately, since the ship is already wrecked, we would have to discard 4 Blessings from the Blessings deck. Radovan, Korundo and Damiel can decide whether to do this, since Amli unfortunatley has no cards in hand.

Silver lining is that Amli was randomly moved to Raker Shoals, so at the beginning of her move step, she will attempt to repair the ship.

Repair ship, Craft 6: 1d10 + 4 ⇒ (9) + 4 = 13

Apparatus of the Octopus Repaired.

Amli will explore as she's got little to lose. She encounters Raker Shoals Card 1: Animated Weapon. She will try to acquire it.

CtA Divine 8: 1d10 + 2 ⇒ (3) + 2 = 5

Banished. Amli will end her turn. She retrieves her Fortified Breastplate from her display area. Then, she is not at the location with Pearl of the Sirines, so she needs to bury the top card of her deck. Using the boon from completing the last scenario, Amli will instead look at the top 2 cards of her deck and choose 1 to banish: Grappler's Mask and Dwarven Earthbreaker +1. Recharge Dwarven Earthbraker and burying Grappler's Mask.

Then Amli resets her hand. After doing so, she will exchange Whip of Centipedes in her hand with Jorgenfist Spear in her discards. Then she will cast Major Cure on herself.

Heal Amli: 1d4 + 2 ⇒ (3) + 2 = 5

Amli heals Mighty Steed, Belt of Charging, Renewal, Whip of Centipedes and Blessing of Gorum. Amli's deck is shuffled.

Amli wrote:

Hand: Blessing of Abadar, Fortified Breastplate, Reflecting Buckler, Jorgenfist Spear,

Displayed:
Deck: 14 Discard: 3 Buried: 1
Current Location: Dragon Jaws
Hero Points: 1
NOTES:
Available Support: Please take me with your when you move 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 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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Father of Creation, Golembane Hammer +2, Wolfhide Armor, Renewal, Divine Fortune, Mighty Steed, Blessing of Shax, Dwarven Earthbreaker +1, War Drum, Mountain Pattern Armor, Belt of Charging, Blessing of Tsukiyo, Blessing of Gorum, Whip of Centipedes
Recharged:
Discard Pile: Flaming Longsword +3, Major Cure, Blessing of Gozreh,
Buried Pile: Grappler's Mask,

Skills and Powers:
SKILLS
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.

Dark Archive

Deck handler link

Out of turn
Discarding for structural damage
2 Spells (Steal Soul, Delve)
Card#: 1d4 ⇒ 4 (Liquid Persuasion)
Card#: 1d3 ⇒ 2 (Potion of Focus)

Damiel wrote:

Hand: Splashbolt Crossbow, Blessing of Norgorber, , , , ,

Displayed: , , , , , ,
Deck: 13 Discard: 6 Buried: 2
"Notes: Distant: Blessing available
Local: Items Available
Other: "

Skills and Powers:
SKILLS

Strength d4 +0
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 2
Paizo Reroll USED
Play Mat Card Draw AVAILABLE


During This Adventure: Your ship is the Apparatus of the Octopus.

During This Scenario: STORY BANES
Villain: Kraken Maw
Henchmen: Kraken Tentacles

Kraken Maw:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Strength Melee Constitution Fortitude 8 THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle. If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

Kraken Tentacle:

Henchman
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. If undefeated, move to a random other location and end your turn. If defeated, you may immediately attempt to close the location this henchman came from.

DURING THIS SCENARIO
After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.

Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.

At the start of your turn, succeed at a Strength, Melee, Constitution or Fortitude 11 check or move to a random other location, then roll 1d4:
1 - Your ship is dealt 1d4 Structural damage.
2 - You are dealt 1d4 Combat Damage.
3 - Discard a random card
4 - Bury a random card from your discard pile.

At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

Additional Rules:

S&S Specific 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: 7, Radovan/Grimsnik

Party's current ship: Devil's Remains:

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

Random Cards:

Monsters
Spoiler:
Sea Serpent
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.

Spoiler:
Sea Hag
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.

Spoiler:
Nirento
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.

Spoiler:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.

Spoiler:
Sea Hag
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.

Barriers
Spoiler:
Cannonade
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.

Spoiler:
Phantom Fog
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.

Spoiler:
Pirate Entertainments
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.

Spoiler:
Large Chest
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.

Spoiler:
Cannonade
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
Spoiler:
Keen Falcata +1
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.

Spoiler:
Spellsword +2
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.

Spoiler:
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.

Spoiler:
Rapier +2
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.

Spoiler:
Keen Falcata +1
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.

Spells
Spoiler:
Protect
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.

Spoiler:
Protect
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.

Spoiler:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

Spoiler:
Holy Feast
SS
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

Spoiler:
Telekinesis
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.

Armors
Spoiler:
Besmaran Vestments
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.

Spoiler:
Reflecting Buckler
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.

Spoiler:
Shark Skin Armor
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.

Spoiler:
Benevolent Buckler
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.

Spoiler:
Breastplate of the Deep
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
Spoiler:
Ring of the Sea Strider
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.

Spoiler:
Alkali Flask
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.

Spoiler:
Potion of the Ocean
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.

Spoiler:
Nautical Charts
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.

Spoiler:
Helpful Haversack
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
Spoiler:
Crimson Cogward
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.

Spoiler:
Conchobhar Turlach Shortstone
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.

Spoiler:
Tessa Fairwind
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.

Spoiler:
Sandara Quinn
SS
Ally 1
Traits:
Human
Cleric
Pirate
To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Mogmurch
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


Blessings
Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
Blessing of Milani
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.

Spoiler:
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.

Current Hour:

Blessing of Kelizandri:
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.

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Korundo/morph147:
Spoiler:
Hourglass Card 1 Korundo/morph147
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.
Hourglass Card 2 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 2 Damiel/MatsuKurisu
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.
Hourglass Card 3 Amli/Akaitora:
Spoiler:
Hourglass Card 3 Amli/Akaitora
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.
Hourglass Card 4 Radovan/Grimsnik:
Spoiler:
Hourglass Card 4 Radovan/Grimsnik
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.
Hourglass Card 5 Korundo/morph147:
Spoiler:
Hourglass Card 5 Korundo/morph147
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.
Hourglass Card 6 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 6 Damiel/MatsuKurisu
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.
Hourglass Card 7 Amli/Akaitora:
Spoiler:
Hourglass Card 7 Amli/Akaitora
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.
Hourglass Card 8 Radovan/Grimsnik:
Spoiler:
Hourglass Card 8 Radovan/Grimsnik
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.
Hourglass Card 9 Korundo/morph147:
Spoiler:
Hourglass Card 9 Korundo/morph147
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.
Hourglass Card 10 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 10 Damiel/MatsuKurisu
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.
Hourglass Card 11 Amli/Akaitora:
Spoiler:
Hourglass Card 11 Amli/Akaitora
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.
Hourglass Card 12 Radovan/Grimsnik:
Spoiler:
Hourglass Card 12 Radovan/Grimsnik
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.
Hourglass Card 13 Korundo/morph147:
Spoiler:
Hourglass Card 13 Korundo/morph147
Blessing of Milani
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.
Hourglass Card 14 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 14 Damiel/MatsuKurisu
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.
Hourglass Card 15 Amli/Akaitora:
Spoiler:
Hourglass Card 15 Amli/Akaitora
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.
Hourglass Card 16 Radovan/Grimsnik:
Spoiler:
Hourglass Card 16 Radovan/Grimsnik
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.
Hourglass Card 17 Korundo/morph147:
Spoiler:
Hourglass Card 17 Korundo/morph147
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.
Hourglass Card 18 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 18 Damiel/MatsuKurisu
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.
Hourglass Card 19 Amli/Akaitora:
Spoiler:
Hourglass Card 19 Amli/Akaitora
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.
Hourglass Card 20 Radovan/Grimsnik:
Spoiler:
Hourglass Card 20 Radovan/Grimsnik
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.
Hourglass Card 21 Korundo/morph147:
Spoiler:
Hourglass Card 21 Korundo/morph147
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.
Hourglass Card 22 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 22 Damiel/MatsuKurisu
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.
Hourglass Card 23 Amli/Akaitora:
Spoiler:
Hourglass Card 23 Amli/Akaitora
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: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0
Plunder Deck Card 1:

Find Traps
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.

Location #1: 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

Gannet Island Card 1:
Animated Shield
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.
Gannet Island Card 2:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Gannet Island Card 3:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Gannet Island Card 4:
Grayflame Mace +2
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.
Gannet Island Card 5:
Ring of Regeneration
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.
Gannet Island Card 6:
Darkforest Anemone
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.
Gannet Island Card 7:
Ambush
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.
Gannet Island Card 8:
Potion of Flying
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.
Gannet Island Card 9:
Falcata +1
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.
Gannet Island Card 10:
Voidstick Zombie
SS
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 20
OR Divine 16
The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.

Location #2: 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: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Amli/Akaitora, Apparatus of the Octopus (anchored)
Raker Shoals Card 1:
Benevolent Buckler
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.
Raker Shoals Card 2:
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.
Raker Shoals Card 3:
Potion of the Ocean
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.
Raker Shoals Card 4:
Hull Damage
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.
Raker Shoals Card 5:
Kraken Maw
None
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Strength
Melee
Constitution
Fortitude 8
THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.
Raker Shoals Card 6:
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.
Raker Shoals Card 7:
Sandbar
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.
Raker Shoals Card 8:
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.
Raker Shoals Card 9:
Musket +2
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.

Location #3: 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 #4: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Damiel/MatsuKurisu, Pearl of the Sirines (displayed)

Tempest Cay Card 1:
Animated Shield
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.
Tempest Cay Card 2:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Tempest Cay Card 3:
Sabotage
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.
Tempest Cay Card 4:
Control Weather
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.
Tempest Cay Card 5:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Tempest Cay Card 6:
Mase Darimar
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.
Tempest Cay Card 7:
Ederleigh Baines
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.
Tempest Cay Card 8:
Skeleton Crew
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.

Location #5: Gozreh's Flow
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Symbol of Insanity (somewhere in the deck)

Location #6: 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: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

Dagon's Jaws Card 1:
Cecaelia
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.
Dagon's Jaws Card 2:
Heartbreak Hinsin
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.
Dagon's Jaws Card 3:
Potion of Heroism
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.
Dagon's Jaws Card 4:
Lady Cerise Bloodmourn
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.
Dagon's Jaws Card 5:
Goblin Pegleg
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

Dagon's Jaws Card 6:
Great White Shark
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 #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, Korundo/morph147,


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

Radovan is healed for 5: (Blessing of the Gods, Wayfinder, Grogul, Surgeon, Fortified Breastplate II). Deck shuffled.

Hourglass: Blessing of Kelizandri

SOT- Fortitude 11: 1d8 + 2 + 3 ⇒ (4) + 2 + 3 = 9 Random Location: 1d6 ⇒ 1 SP: 1d4 ⇒ 2 Reveal Fortified Breastplate for +3 Fort. Gannet Island. Combat Damage: 1d4 ⇒ 3 Reveal Fortified Breastplate to reduce damage by 3. Display Sea Serpent next to Quang.

Discard Red Carriage and draw Pillaging Mace

Explore: Gannet Island Card 1: Animated Shield Fort 7: 1d8 + 2 + 3 ⇒ (7) + 2 + 3 = 12 Discard Keren Rhinn to move to Tempest Cay then explore

Tempest Cay #1: Animated Shield Fort 7: 1d8 + 2 + 3 ⇒ (8) + 2 + 3 = 13 Displaying Animated Shield next to Quang

EOT- Discard Sawtooth Sabre +2

Radovan wrote:

Hand: Pillaging Mace, Fortified Breastplate, Grappler's Mask, Blessing of the Samurai, Blessing of Shax, Animated Shield,

Displayed: Quang: Sea Serpent, Quang: Animated Shield,
Deck: 13 Discard: 4 Buried: 1
Hero Points: 3
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Movement: Flaming Longsword +3: When another character at your location attempts a combat check, recharge this card to add 1d8+1 and the Fire trait
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fortified Breastplate II, Blessing of Abadar, Wayfinder, Blessing of the Gods, Elyana, Surgeon, Flaming Longsword +3, Arnisant, Grogul
Recharged:
Discard Pile: Scoundrel's Sword Cane, Red Carriage, Keren Rhinn, Sawtooth Sabre +2,
Buried Pile: Quang: Marine,
"
Skills and Powers:
SKILLS
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 ([X] 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 aquired
Tempest Cay #1 aquired
Random Monster #1 drawn


Korundo Deck Handler

Hour is Blessing of Pharasma

Start of turn

Korundo changes power feat to use survival in place of blah.

start of turn scenario effect, attempt fort, recharging Pteranodon to use survival in place of fort. revealing snow leopard to add animal+1d4 to check
Survival 11: 1d8 + 5 + 1d4 ⇒ (1) + 5 + (1) = 7 Fail

Move to Random location : 1d7 ⇒ 5 -> Gozerh Flow
Random effect : 1d4 ⇒ 4 Bury Blessing of the Ancients

Move
Move to Tempest Clay

First explore
Encounter Tempest Cay Card 2: Albatross Soup
Will banish Snow Leopard Is tier 1 so will get back after scenario to evade and banish this barrier.

Will Place Leryn on top of my deck to examine the top 2 cards.
Tempest Cay Card 3: Sabotage
Tempest Cay Card 4: Control Weather

Will flip the order so 4 is on top then 3.

End turn
Korundo is playing safe a bit and will end turn here to set up for next round

reset hand. display leryn. end turn

"

Korundo wrote:

Hand: Aspect of the Bear, Monkey, Wendifisa Spear, Saber-toothed Tiger,

Displayed: Leryn,
Deck: 14 Discard: 3 Buried: 1
Notes: power feat: survival in place of blaw
Sideboard cards:

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

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

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


"

Upkeep
Moved=Tempest Clay
Banished=Tempest Clay 2
Examine=Tempest Clay 3 and 4. - flip the order so 4 is on top.

Dark Archive

Deck handler link

Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,

Out of Turn updates:

Blessing = 5 Damiel/Matsu Kurisu: Blessing of the Gods

Start of Turn
At: #4: Tempest Cay
SoT Strength 11: 1d4 ⇒ 1 - Failed. effect: 1d4 ⇒ 3 card discarded: 1d2 ⇒ 1 - Splashbolt Crossbow

Give: No
Move: No
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.

Free explore = 4: Control Weather, Spell 4: Intelligence 11

Spoiler:
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.

Intelligence 1d10+2, Discard Blessing of Norgorber +2d10
Intelligence 11: 1d10 + 2 + 2d10 ⇒ (9) + 2 + (9, 8) = 28 - acquired

Banished

End of Turn
Damiel.EoT - Recharge random card: 1d8 ⇒ 1 from discard (Blessing of Abadar)
Scenario.EoT - Local to Pearl = Yes. No bury

Recovery
Shuffle

Reset
Discard
Draw Blessing of Hshurha, Galvanic Kopis +2, Major Cure, Sunrod, Acid Flask

Summary
Location = #4: Tempest Cay
Acquired = 4: Control Weather
Banished =
Examined =
Displayed = Pearl of the Sirines

Location =
Banished =

From Box =

Give =
Used =

Other =

Damiel wrote:

Hand: ac Control Weather, Blessing of Hshurha, Galvanic Kopis +2, Major Cure, Sunrod, Acid Flask,

Displayed: , , , , , ,
Deck: 9 Discard: 7 Buried: 2
"Notes: Distant: Blessing available, ac Control Weather
Local: Items Available
Other: "

Skills and Powers:
SKILLS

Strength d4 +0
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 2
Paizo Reroll USED
Play Mat Card Draw AVAILABLE


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

Starting Amli's turn. The hour is Blessing of the Gods.

At the start of her turn, Amli resolves the scenario effect, attempting a Fortitude 11 check. She will reveal her Fortified Breastplate to add 3 to the check.

Scenario Effect, Fortitude 11: 1d10 + 4 + 3 ⇒ (9) + 4 + 3 = 16

Success! The ship then takes 2 Structural damage. Amli will let it get wrecked.

At the start of her Move phase, Amli is commanding the ship so she will attempt to repair it. She reveals her Fortified Breastplate to add 3 to her Craft check.

Repair Apparatus of the Octopus, Craft 6: 1d10 + 3 + 3 ⇒ (4) + 3 + 3 = 10

Success! Ship is repaired.

Amli will move to Tempest Cay

Amli will explore and encounter Tempest Cay Card 3: Sabotage. For her check to defeat, Amli will discard her Blessing of Abadar to bless her check twice.

CtD Wisdom 12: 3d10 + 2 ⇒ (7, 5, 1) + 2 = 15

Defeated!

Amli will end her turn and reset her hand. After resetting her hand, Amli will swap Blessing of Abadar in her discard pile with Mountain Pattern Armor in her hand.

Amli wrote:

Hand: Blessing of Tsukiyo, Fortified Breastplate, Blessing of Abadar, Reflecting Buckler, Jorgenfist Spear,

Displayed:
Deck: 12 Discard: 4 Buried: 1
Current Location: Tempest Cay
Hero Points: 1
NOTES:
Available Support: Please take me with your when you move 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 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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): War Drum, Belt of Charging, Golembane Hammer +2, Wolfhide Armor, Blessing of the Father of Creation, Blessing of Shax, Renewal, Blessing of Gorum, Divine Fortune, Dwarven Earthbreaker +1, Mighty Steed, Whip of Centipedes
Recharged:
Discard Pile: Mountain Pattern Armor, Flaming Longsword +3, Major Cure, Blessing of Gozreh,
Buried Pile: Grappler's Mask,

Skills and Powers:
SKILLS
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.


During This Adventure: Your ship is the Apparatus of the Octopus.

During This Scenario: STORY BANES
Villain: Kraken Maw
Henchmen: Kraken Tentacles

Kraken Maw:

Villain
Type: Monster
Traits: Animal Aquatic
To Defeat: Strength Melee Constitution Fortitude 8 THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle. If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

Kraken Tentacle:

Henchman
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. If undefeated, move to a random other location and end your turn. If defeated, you may immediately attempt to close the location this henchman came from.

DURING THIS SCENARIO
After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.

Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.

At the start of your turn, succeed at a Strength, Melee, Constitution or Fortitude 11 check or move to a random other location, then roll 1d4:
1 - Your ship is dealt 1d4 Structural damage.
2 - You are dealt 1d4 Combat Damage.
3 - Discard a random card
4 - Bury a random card from your discard pile.

At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

Additional Rules:

S&S Specific 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: 11, Radovan/Grimsnik

Party's current ship: Devil's Remains:

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

Random Cards:

Monsters
Spoiler:
Nirento
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.

Spoiler:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.

Spoiler:
Mercenary
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_

Spoiler:
Shackles Pirate
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.

Spoiler:
Owlbeartross
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.

Barriers
Spoiler:
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.

Spoiler:
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.

Spoiler:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Spoiler:
Large Chest
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.

Spoiler:
Crawling Cyclops Hands
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.

Weapons
Spoiler:
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.

Spoiler:
Blasting Pistol +2
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.

Spoiler:
Keen Rapier +3
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.

Spoiler:
Icy Boarding Pike +1
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.

Spoiler:
Flaming Falcata +3
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.

Spells
Spoiler:
Seamantle
SS
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Dimension Leap
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.

Spoiler:
Blazing Servant
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.

Spoiler:
Geyser
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.

Spoiler:
Righteousness
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.

Armors
Spoiler:
Shark Skin Armor
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.

Spoiler:
Besmaran Vestments
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.

Spoiler:
Brine Dragonhide Breastplate
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.

Spoiler:
Breastplate of the Deep
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.

Spoiler:
Benevolent Buckler
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
Spoiler:
Alchemical Glue
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.

Spoiler:
Ring of Rat Fangs
SS
Item 4
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 10
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.

Spoiler:
Crystal of Healing Hands
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.

Spoiler:
Goblin Lockpick
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


Spoiler:
Potion of Flying
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.

Allies
Spoiler:
Barracuda Aiger
SS
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate
To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.

Spoiler:
Rotgut
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.

Spoiler:
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.

Spoiler:
Dindreann
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.

Spoiler:
Haneilius Fitch
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.

Blessings
Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Current Hour:

Blessing of Asmodeus:
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.

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Korundo/morph147:
Spoiler:
Hourglass Card 1 Korundo/morph147
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.
Hourglass Card 2 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 2 Damiel/MatsuKurisu
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.
Hourglass Card 3 Amli/Akaitora:
Spoiler:
Hourglass Card 3 Amli/Akaitora
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.
Hourglass Card 4 Radovan/Grimsnik:
Spoiler:
Hourglass Card 4 Radovan/Grimsnik
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.
Hourglass Card 5 Korundo/morph147:
Spoiler:
Hourglass Card 5 Korundo/morph147
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.
Hourglass Card 6 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 6 Damiel/MatsuKurisu
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.
Hourglass Card 7 Amli/Akaitora:
Spoiler:
Hourglass Card 7 Amli/Akaitora
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.
Hourglass Card 8 Radovan/Grimsnik:
Spoiler:
Hourglass Card 8 Radovan/Grimsnik
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.
Hourglass Card 9 Korundo/morph147:
Spoiler:
Hourglass Card 9 Korundo/morph147
Blessing of Milani
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.
Hourglass Card 10 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 10 Damiel/MatsuKurisu
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.
Hourglass Card 11 Amli/Akaitora:
Spoiler:
Hourglass Card 11 Amli/Akaitora
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.
Hourglass Card 12 Radovan/Grimsnik:
Spoiler:
Hourglass Card 12 Radovan/Grimsnik
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.
Hourglass Card 13 Korundo/morph147:
Spoiler:
Hourglass Card 13 Korundo/morph147
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.
Hourglass Card 14 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 14 Damiel/MatsuKurisu
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.
Hourglass Card 15 Amli/Akaitora:
Spoiler:
Hourglass Card 15 Amli/Akaitora
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.
Hourglass Card 16 Radovan/Grimsnik:
Spoiler:
Hourglass Card 16 Radovan/Grimsnik
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.
Hourglass Card 17 Korundo/morph147:
Spoiler:
Hourglass Card 17 Korundo/morph147
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.
Hourglass Card 18 Damiel/MatsuKurisu:
Spoiler:
Hourglass Card 18 Damiel/MatsuKurisu
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.
Hourglass Card 19 Amli/Akaitora:
Spoiler:
Hourglass Card 19 Amli/Akaitora
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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: 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: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Gannet Island Card 1:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Gannet Island Card 2:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Gannet Island Card 3:
Grayflame Mace +2
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.
Gannet Island Card 4:
Ring of Regeneration
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.
Gannet Island Card 5:
Darkforest Anemone
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.
Gannet Island Card 6:
Ambush
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.
Gannet Island Card 7:
Potion of Flying
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.
Gannet Island Card 8:
Falcata +1
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.
Gannet Island Card 9:
Voidstick Zombie
SS
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 20
OR Divine 16
The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.

Location #2: 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: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Apparatus of the Octopus (anchored)
Raker Shoals Card 1:
Benevolent Buckler
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.
Raker Shoals Card 2:
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.
Raker Shoals Card 3:
Potion of the Ocean
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.
Raker Shoals Card 4:
Hull Damage
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.
Raker Shoals Card 5:
Kraken Maw
None
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Strength
Melee
Constitution
Fortitude 8
THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.
Raker Shoals Card 6:
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.
Raker Shoals Card 7:
Sandbar
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.
Raker Shoals Card 8:
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.
Raker Shoals Card 9:
Musket +2
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.

Location #3: 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 #4: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Radovan/Grimsnik, Korundo/morph147, Damiel/MatsuKurisu, Amli/Akaitora, Pearl of the Sirines (displayed)

Tempest Cay Card 1:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Tempest Cay Card 2:
Mase Darimar
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.
Tempest Cay Card 3:
Ederleigh Baines
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.
Tempest Cay Card 4:
Skeleton Crew
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.

Location #5: Gozreh's Flow
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Symbol of Insanity (somewhere in the deck)

Location #6: 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: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

Dagon's Jaws Card 1:
Cecaelia
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.
Dagon's Jaws Card 2:
Heartbreak Hinsin
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.
Dagon's Jaws Card 3:
Potion of Heroism
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.
Dagon's Jaws Card 4:
Lady Cerise Bloodmourn
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.
Dagon's Jaws Card 5:
Goblin Pegleg
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

Dagon's Jaws Card 6:
Great White Shark
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 #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:


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

Hourglass: Blessing of Asmodeus

SOT- Fort 11: 1d8 + 2 + 3 ⇒ (6) + 2 + 3 = 11 Reveal Fortified Breastplate

Tempest Cay #1: Kraken Tentacle. BYA SD: 1d4 + 1 ⇒ (3) + 1 = 4 Ship is wrecked. Fort 11: 1d8 + 2 + 3 ⇒ (7) + 2 + 3 = 12 Reveal Fortified Breastplate.

pausing for everyone's BYA


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

During Radovan's turn, Amli has to make the BYA Fortitude 11 check against the Kraken Tentacle.

Pearl of the Sirines adds 1d4 to checks against Aquatic cards. Amli will reveal her Fortified Breastplate to add +3 to her check.

BYA Fortitude 11: 1d10 + 4 + 3 + 1d4 ⇒ (9) + 4 + 3 + (4) = 20

Success!

51 to 100 of 1,776 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [OutPost II][ACG] BR skizzerz's Season of Tapestry's Tides All Messageboards

Want to post a reply? Sign in.