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

Game Master Akaitora

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


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

Forgot to mention in my post I wanted to seize the Magpie Princess.


Deck Handler (custom). Sorcerer + UM.

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

Explore (1), Pinnacle Atoll Card 1: Enemy Ship.
At This Location (Open): When you encounter a card, roll 1d12: 1d12 ⇒ 3: No effect.
Per Discord, Radovan/grimsnik will encounter the Skeletal Crew and evade with Quang. Radovan/grimsnik displays another Pirate Shade Haunt.
Summon and encounter a random ship: 1d11 ⇒ 11:

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

Before I act, all characters must bury a card. Don't bury any blessings.
Seoni/Morbus Iff will bury Lightning Touch to the Magpie Princess.

Discard Fire Snake for my non-combat check to use Arcane.
Reveal Spellbook on a non-combat Arcane to add 1d4.
Discard Radovan/grimsnik's Blessing of the Ancients for another die.
Discard Amli/Akaitora's Blessing of the Gods (2) for another die.
Only a 99.93% chance to defeat. We're still not in the clear yet, guys.
Check to Defeat Magpie Princess, Wisdom 8: 1d12 + 2 + 1d4 + 1d12 + 1d12 ⇒ (3) + 2 + (1) + (3) + (11) = 20: Success.
Magpie Princess is defeated and banished.
Recharge Fire Snake, Arcane 8: 1d12 + 2 ⇒ (6) + 2 = 8: Success.

Seoni/Morbus Iff will seize the Magpie Princess.
Plunder from the Magpie Princess: 1d4 ⇒ 2: Weapon.
When Closing Pinnacle Atoll: Discard a card from the blessings deck.
When Pinnacle Atoll is Permanently Closed: Stash a plunder card: 1d4 ⇒ 4: Ally.

To win, close all locations. Done!


Deck Handler (custom). Sorcerer + UM.

Following up from discussion in Discord: Radovan/grimsnik's Blessing of the Ancients was already used. I missed that. Even if we remove the highest scoring d12 (the final value of 11), 20 - 11 = 9, which is still enough to pass the original check of 8. If I had failed the roll, I would have used my accessory reroll. I was also able to successfully complete the end of turn "Reset your hand". Updated DH is below. Finally, everyone else still technically needs to bury a card to the Magpie Princess.

Morbus > PACG > Seoni 2 wrote:

Hand: Spellbook, Jinx Eater, Blessing of the Spellbound (1), Caltrops, Blessing of the Gods (1), Blessing of the Gods (2),

Displayed:
Deck: 5 Discard: 5 Buried: 2
Notes:
Sideboard:

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

Traits: Female, Human, Sorcerer

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

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

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


Korundo Deck Handler

Bury longspear

Dark Archive

Deck handler link

Bury Bladeguard


You are commanding Magpie Princess from when Amli seized it off the Rocky Cliff, so you would've needed a different ship...

Ship: 1d11 ⇒ 9

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

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

Dex/Acro 11 or Wis/Surv 9. I'll keep your existing check since it's still a Wisdom check, and you still passed. Your plunder rolls are wrong though; plunder is a d6:

1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Your choice of the above

Winning against ship: 1d6 ⇒ 6
Atoll WPC: 1d6 ⇒ 6

2 cards of your choice (no blessings though)


Deck Handler (custom). Sorcerer + UM.

Plunder choices: Oh god. Per @skizzerz, we currently have: 3x Spell B, 1x Armor 1, 3x Armor B, 1x Item 1, 2x Item B, 1x Ally 1, 1x Blessing B, 1 Weapon (Plunder), 1 Armor (Plunder), 3 Allies (Plunder). Player stated preferences that I can see are: Radovan: W/AL (class line), Korundo: S/AL (based on game 1), Damiel: W (favored card) / I (based on game 1), Amli: W/AR/S (classline) and Seoni: S/AL.

Plunder choice will be Weapon and Weapon, to allow and total for 3 first-preference Weapons in group.


Development

Maneuvering between the islands, you manage to lose the undead crew. The seas are calm and the sun is shining once more. Returning the way you came seems to be a dangerous proposition. Your best bet is to continue forward in hope of finding a way to return to familiar territory.

Your ship lumbers on through a small channel as if it were already tired of this journey. But you get the feeling the Feathered Devil’s voyage has just begun. And yet, there’s no chance it’s going to see a familiar shipyard again without a little extra effort. Sails up!

Reward

For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.

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

Note: there are 5 copies of this card in the box. Each character can swap out for 1 of them.

Since this is everyone's first successful scenario of the tier, everyone gets a Skill Feat.

Boons

In the discussion thread, roll 1d20. On a result of a 1 or 20, you win the following boon:

☐ ☐ ☐ ☐ 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.

If you win, please provide an email address that the boon can be sent to. It will be sent at some point in time after the convention is over. You can use it right away if you win it (even before it's sent out), or you can hold onto it for later. It need not be applied to your current character; you can "bank" it for a later character if you wish.

Acquired Cards

Blessing of the Gods (Blessing B)
Buckler (Armor B)
Call Weapon (Spell B)
*Carver (Ally B)
*Chain Mail (Armor C)
Cloth Armor (Armor B)
Conch Shell (Item B)
*Coral Capuchin (Ally 1)
Detect Magic (Spell B)
*Falcata +1 (Weapon 1)
Find Traps (Spell B)
*Find Traps (Spell B)
Fortified Leather Armor (Armor 1)
*Heavy Crossbow (Weapon B)
Helpful Haversack (Item 1)
*Light Crossbow (Weapon B)
Magic Chain Shirt (Armor C)
*Master Gunner (Ally B)
Potion of Healing (Item B)
Rosie Cusswell (Ally 1)

1x Weapon 1
2x Weapon B
4x Spell B
1x Armor 1
4x Armor B
1x Item 1
2x Item B
2x Ally 1
2x Ally B
1x Blessing B

Dark Archive

Deck handler link

Damiel - 5-1A: Tide of Bones - version 2
Scenario
- 5-1A: Tide of Bones

Scenario Reward
- For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.

Adventure Reward
- na

Tier 1.1
- Skill Feat (Dexterity)

Card Upgrade
- Weapon 1: 1d1000 ⇒ 868
= Galvanic Chakram +1 in, Hand Crossbow out or
- Weapon B: 1d1000 ⇒ 366
= Corrosive Dagger +1 in, Hand Crossbow out

Con Boon
- 1 or 20: 1d20 ⇒ 18 - Nope


Starting Plunder: 1d6 ⇒ 2 Spell


5-1B: Grindylow Grifters

You drift along the narrowed channels that were once the seas of the Hao Jin Tapestry. Under unfamiliar stars and on a transformed sea, you cannot tell how far you’ve travelled or for how long. Although the Feathered Devil has plenty of supplies, you cannot afford complacency. Without a solid plan, you’ll be left floating in Hao Jin until your final days. Thankfully, a small fort appears on the horizon, a welcome sight among the scattered, empty isles. Its dock is just long enough to reach the new shore. With a bit of clever ropework, you secure your ship and make your way toward the building.

Massive banners hang from the high walls, each bearing unfamiliar emblems depicting a pair of winged serpents facing inwards with words in an unfamiliar script beneath. Though you call out to greet whoever may live within this fort, your greetings are met only with silence. Taking a lesson from your recent experience, you carefully check for signs of another ambush, but find none. The accommodations are in great condition, giving you refuge from the sea for the first time since entering the tapestry. At least for this night, you can rest.

In the morning, you make your way towards your ship and see that it’s not been left undisturbed in the night. Raucous laughter, vile hissing, and out-of-tune sea chanties fill the air as dozens of grindylows rummage through your ship. You rush over and scare off most of them, but they merely laugh at your misfortune as they scamper off with your supplies. You set out with the Devil and chase after the thieving goblins. Without those supplies, you’re as good as dead.

The chase leads you to a large island marked with tunnels and passages. As you wind through the island, you find a warren of grindylow dens. The few grindylows you catch howl and scream as you tear them away from your cargo.

“Rescue us, oh great dragon god monster!” wails a semicoherent grindylow. “Chase away the longlegs from your house!”

The rest of them flee, swimming toward the center of the island with your supplies in their hands. As you give chase, you hear a fearsome roar coming from deeper within the grindylows’ holdings. Whatever lurks within, you can’t let these thieves get away with your provisions!


During This Adventure: Your ship is Feathered Devil.

During This Scenario: When building location decks, build a number of Riptide Cove locations equal to the number of characters. When adding the villain, put it on the bottom of the Sea Caves location deck.
After drawing starting hands, each character shuffles the top 3 cards of her deck faceup into a stolen pile next to the scenario.
When you defeat a bane, recharge the top card of the stolen pile into any character deck.
At the end of the scenario, banish any boons in the stolen pile.

Party Ship: Feathered Devil (Can recharge allies instead of discarding them for Structural damage)

Stolen Pile:

Return cards in the order listed, do not roll or skip over cards. While original owner is listed, they can be returned to anyone's deck.

Stolen Pile Card 1.
Stolen Pile Card 2.
Stolen Pile Card 3.
Stolen Pile Card 4.
Stolen Pile Card 5.
Stolen Pile Card 6.
Stolen Pile Card 7.
Stolen Pile Card 8.
Stolen Pile Card 9.
Stolen Pile Card 10.
Stolen Pile Card 11.
Stolen Pile Card 12.
Stolen Pile Card 13.
Stolen Pile Card 14.
Stolen Pile Card 15.

Seized Ships:

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

Amli/Akaitora
5-1A: Magpie Princess

Radovan/grimsnik
5-1A: Mistmourn

Seoni/Morbus Iff
5-1A: Wormwood

Additional Rules:

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

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

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

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.

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

Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

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

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

Story Banes:

Kelizar the Brine Dragon
Spoiler:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
"There's loot sailing every which way. There's scalawags puttin' it in and digging it up from the ground. The whole ocean bottom's carpeted with coin. If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first." --Les

Riptide Grindylow

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

Loot:

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

Summons:

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

Enemy Ship (Summon)

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

Hammerhead Shark (Summon)

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

Hirgenzosk (aka Sir Not Appearing In This Scenario)

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

Pirate Shade Haunt (Summon)

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

Riptide Grindylow (Summon)

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

Ruffian (Summon)

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

Skeletal Crew (Summon)

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

Ships:

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

Ship 1: Feathered Devil - Class 1

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

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

Ship 2: Goblin Weidling - Class 0

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

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

Ship 3: Merchantman - Class 0

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

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

Ship 4: Shackles Pirate Ship - Class 0

Spoiler:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.

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

Ship 5: Man's Promise - Class 1

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

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

Ship 6: Truewind - Class 1

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

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

Ship 7: Sea Chanty - Class 3

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

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

Ship 8: Mistmourn - Class 5

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

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

Ship 9: Wormwood - Class 5

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

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

Ship 10: Dominator - Class 6

Spoiler:
Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
To Repair: Craft 7
When Encountering This Ship: If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding This Ship (Wrecked): Remove the Swashbuckling trait from all of your checks.

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

Ship 11: Magpie Princess - Class 6

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

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


Acquired Cards:

Plunder:

1. Spell

(BR Only)

Spoiler:

pXutap5wmu0IUnnas60KnD7OxInB30goO+2EYGnqX25PKcwZra4=

Turn: 1 Radovan/grimsnik

Blessings Remaining: 30

Beach
At This Location (Open): At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Sea Caves
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Riptide Cove A
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Riptide Cove B
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Riptide Cove C
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Riptide Cove D
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Riptide Cove E
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None


Deck Handler (custom). Sorcerer + UM.

Stolen cards: Blessing of the Gods (2), Blessing of the Spellbound (1), Surgeon.
Seoni/Morbus will start at the Beach, without a seized ship, and without any unlocked perks.

Morbus > PACG > Seoni 2 wrote:

Hand: Force Missile, Spellbook, Fire Snake, Magical Child, Turtle, Bracers of Protection,

Displayed:
Deck: 6 Discard: 0 Buried: 0
Notes:
Sideboard:

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

Traits: Female, Human, Sorcerer

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

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

Season of Tapestry's Tides:
(Seized Ships:) At the start of a scenario, you may cross off a ship you have seized (5-1A: Wormwood, ...) to use that ship instead of the Feathered Devil.
(5-1A Scenario Reward:) For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.

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


Korundo Deck Handler

"

Korundo wrote:

Hand: Cure, Bloodscent, Blessing of the Elements, Blessings of the Ancients 2,

Displayed: Leryn,
Deck: 8 Discard: 0 Buried: 0
Notes: current power feat activated: None. Cure is available to use. No way to attack currently please do not move me. Use Blessing of the Elements as needed, save blessing of of the ancients in case of a bad explore since I do not have any attack power at moment.

Sideboard cards:

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

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

Proficient with: Light Armors □Heavy Armors Weapons

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

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


Cohort chosen - Leryn

Starting location: Riptide Cove A

Stolen Boon deck - Crow, Crocodile Skin Armor, Compass

Dark Archive

Deck handler link

Damiel - 5-1B: Grindylow Grifters

Loot
= None

Ship vote
= Feathered Devil

Starting Location
= Riptide Cove E

Stolen Cards
= Boomerang, Call Potion, Potion of Healing

Starting Hand

Damiel wrote:

Hand: Aklys, Alchemy Lab, Cure, Cure 2, Galvanic Chakram +1, ,

Displayed: , , , , , ,
Deck: 7 Discard: 0 Buried: 0
Notes: Cure: Heal 1d4+1. Feel free to use if at Damiels location and have 4+ cards in discard pile

Skills and Powers:
SKILLS

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

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

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

Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE


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

Loot- none

Ship vote- Feathered Devil

Starting Location- Riptide Cove D

Stolen Cards-Blessing of Elements, Cutlass, Blood Periapt

Radovan wrote:

Hand: Blessing of the Gods, Blessing of the Ancients, Amadi, Surgeon, Zae,

Displayed: Quang- ,
Deck: 10 Discard: 0 Buried: 0
Notes: T-shirt Re-roll: Available ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


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)

Looks like I used the copy of the deck handler prior to adding the stolen cards.

Radovan wrote:

Hand: Blessing of the Gods, Blessing of the Ancients, Amadi, Surgeon, Zae,

Displayed: Quang- ,
Deck: 7 Discard: 0 Buried: 0
Notes: T-shirt Re-roll: Available ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


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

Amli will be taking one of the Blessing of Besmara, setting aside 1 Blessing of the Gods from her deck.

Amli will start at Riptide Cove D with Radovan.

Amli's favored card type for this mission is weapon.

Amli wrote:

Hand: Kikko Armor, Bone Spikes, Strength, Wolfhide Armor, Longspear, ,

Displayed: , , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d8 +
Dexterity d4 +
- Melee: Strength +2
Constitution d10 +
Intelligence d4 +
- Craft: Constitution +1
Wisdom d10 +
- Divine: Wisdom +1
Charisma d6 +

Favored Card: Weapon
Hand Size: 4
Proficient With: Light Armors Weapons

POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (~ 2) to that check. Before you reset your hand (~ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (~ or card of a type of your choice) from their discard pile.

Amli's stolen cards are Cure, Camel and Greatsword.

At the beginning of the first turn, Amli displays her Kikko Armor for its power.

Amli wrote:

[b]Hand: , Bone Spikes, Strength, Wolfhide Armor, Longspear, ,

Displayed: Kikko Armor, , , , , ,
Deck: 7 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d8 +
Dexterity d4 +
- Melee: Strength +2
Constitution d10 +
Intelligence d4 +
- Craft: Constitution +1
Wisdom d10 +
- Divine: Wisdom +1
Charisma d6 +

Favored Card: Weapon
Hand Size: 4
Proficient With: Light Armors Weapons

POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (~ 2) to that check. Before you reset your hand (~ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (~ or card of a type of your choice) from their discard pile.


During This Adventure: Your ship is Feathered Devil.

During This Scenario: When building location decks, build a number of Riptide Cove locations equal to the number of characters. When adding the villain, put it on the bottom of the Sea Caves location deck.
After drawing starting hands, each character shuffles the top 3 cards of her deck faceup into a stolen pile next to the scenario.
When you defeat a bane, recharge the top card of the stolen pile into any character deck.
At the end of the scenario, banish any boons in the stolen pile.

Party Ship: Feathered Devil (Can recharge allies instead of discarding them for Structural damage)

Stolen Pile:

Return cards in the order listed, do not roll or skip over cards. While original owner is listed, they can be returned to anyone's deck.

Blood Periapt - Radovan
Surgeon - Seoni
Camel - Amli
Potion of Healing - Damiel
Compass - Korundo
Blessing of the Gods - Seoni
Blessing of the Elements - Radovan
Crocodile Skin Armor - Korundo
Blessing of the Spellbound - Seoni
Crow - Korundo
Cutlass - Radovan
Boomerang - Damiel
Greatsword - Amli
Call Potion - Damiel
Cure - Amli

Seized Ships:

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

Amli/Akaitora
5-1A: Magpie Princess

Radovan/grimsnik
5-1A: Mistmourn

Seoni/Morbus Iff
5-1A: Wormwood

Additional Rules:

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

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

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

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.

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

Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

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

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

Story Banes:

Kelizar the Brine Dragon
Spoiler:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
"There's loot sailing every which way. There's scalawags puttin' it in and digging it up from the ground. The whole ocean bottom's carpeted with coin. If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first." --Les

Riptide Grindylow

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

Loot:

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

Summons:

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

Enemy Ship (Summon)

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

Hammerhead Shark (Summon)

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

Hirgenzosk (aka Sir Not Appearing In This Scenario)

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

Pirate Shade Haunt (Summon)

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

Riptide Grindylow (Summon)

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

Ruffian (Summon)

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

Skeletal Crew (Summon)

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

Ships:

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

Ship 1: Feathered Devil - Class 1

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

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

Ship 2: Goblin Weidling - Class 0

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

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

Ship 3: Merchantman - Class 0

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

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

Ship 4: Shackles Pirate Ship - Class 0

Spoiler:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.

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

Ship 5: Man's Promise - Class 1

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

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

Ship 6: Truewind - Class 1

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

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

Ship 7: Sea Chanty - Class 3

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

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

Ship 8: Mistmourn - Class 5

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

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

Ship 9: Wormwood - Class 5

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

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

Ship 10: Dominator - Class 6

Spoiler:
Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
To Repair: Craft 7
When Encountering This Ship: If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding This Ship (Wrecked): Remove the Swashbuckling trait from all of your checks.

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

Ship 11: Magpie Princess - Class 6

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

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


Acquired Cards:

Plunder:

1. Spell

(BR Only)

Spoiler:

pXutap5wmu0IUnnas60KnD7OxInB30goO+2EYGnqX25PKcwZra4=

Random Monsters:

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

Monster 2

Spoiler:
Smuggler
Monster B
Traits: Human Smuggler Basic
To Defeat: Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

Monster 3

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

Monster 4

Spoiler:
Constrictor Snake
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.

Monster 5

Spoiler:
Ghost
Monster B
Traits: Undead Incorporeal Ghost Elite
To Defeat: Combat 12 OR Wisdom Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist.

Random Barriers:

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

Barrier 2

Spoiler:
Large Chest
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 3

Spoiler:
Large Chest
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 4

Spoiler:
Lookout Duty
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.

Barrier 5

Spoiler:
Treasure Hunt
Barrier B
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

Random Weapons:

Weapon 1
Spoiler:
Morningstar
Weapon B
Traits: Mace Melee Piercing Elite
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Weapon 2

Spoiler:
Dagger
Weapon B
Traits: Knife Ranged Piercing Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Weapon 3

Spoiler:
Rapier
Weapon B
Traits: Sword Melee Piercing Finesse Swashbuckling Basic
To Acquire: Strength Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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.

Weapon 4

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

Weapon 5

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

Random Spells:

Spell 1
Spoiler:
Sphere of Fire
Spell 1
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2

Spoiler:
Black Spot
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 3

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

Spell 4

Spoiler:
Rage
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 5

Spoiler:
Fireblade
Spell C
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armor:

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

Armor 2

Spoiler:
Chain Shirt
Armor B
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 3

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

Armor 4

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

Armor 5

Spoiler:
Chain Shirt
Armor B
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Random Items:

Item 1
Spoiler:
Ring of Wave Walking
Item 1
Traits: Accessory Magic Aquatic Elite
To Acquire: Constitution Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Item 2

Spoiler:
Old Salt's Bandana
Item B
Traits: Accessory Swashbuckling Elite
To Acquire: Wisdom Survival 4
Reveal this card to add the Swashbuckling trait to your check.

Item 3

Spoiler:
Token of Remembrance
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.

Item 4

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

Item 5

Spoiler:
Tot Flask
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Random Allies:

Ally 1
Spoiler:
Besmaran Priest
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 2

Spoiler:
Conchobhar Turlach Shortstone
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.

Ally 3

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

Ally 4

Spoiler:
Parrot
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Ally 5

Spoiler:
Dodo
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Random Blessings:

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

Blessing 2

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

Blessing 3

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

Blessing 4

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

Blessing 5

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

Turn: 1 Radovan/grimsnik
Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck Cards/Turn Order:

Blessings Deck Card 2 - Turn 2 Korundo/morph147

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

Blessings Deck Card 3 - Turn 3 Damiel/Matsu Kurisu

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

Blessings Deck Card 4 - Turn 4 Amli/Akaitora

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

Blessings Deck Card 5 - Turn 5 Seoni/Morbus Iff

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

Blessings Deck Card 6 - Turn 6 Radovan/grimsnik

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

Blessings Deck Card 7 - Turn 7 Korundo/morph147

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

Blessings Deck Card 8 - Turn 8 Damiel/Matsu Kurisu

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

Blessings Deck Card 9 - Turn 9 Amli/Akaitora

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

Blessings Deck Card 10 - Turn 10 Seoni/Morbus Iff

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

Blessings Deck Card 11 - Turn 11 Radovan/grimsnik

Spoiler:
Blessing of Milani
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.

Blessings Deck Card 12 - Turn 12 Korundo/morph147

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

Blessings Deck Card 13 - Turn 13 Damiel/Matsu Kurisu

Spoiler:
Blessing of Zogmugot
Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.

Blessings Deck Card 14 - Turn 14 Amli/Akaitora

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

Blessings Deck Card 15 - Turn 15 Seoni/Morbus Iff

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

Blessings Deck Card 16 - Turn 16 Radovan/grimsnik

Spoiler:
Blessing of Milani
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.

Blessings Deck Card 17 - Turn 17 Korundo/morph147

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

Blessings Deck Card 18 - Turn 18 Damiel/Matsu Kurisu

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

Blessings Deck Card 19 - Turn 19 Amli/Akaitora

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

Blessings Deck Card 20 - Turn 20 Seoni/Morbus Iff

Spoiler:
Blessing of Pharasma
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.

Blessings Deck Card 21 - Turn 21 Radovan/grimsnik

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

Blessings Deck Card 22 - Turn 22 Korundo/morph147

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

Blessings Deck Card 23 - Turn 23 Damiel/Matsu Kurisu

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

Blessings Deck Card 24 - Turn 24 Amli/Akaitora

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

Blessings Deck Card 25 - Turn 25 Seoni/Morbus Iff

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

Blessings Deck Card 26 - Turn 26 Radovan/grimsnik

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

Blessings Deck Card 27 - Turn 27 Korundo/morph147

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

Blessings Deck Card 28 - Turn 28 Damiel/Matsu Kurisu

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

Blessings Deck Card 29 - Turn 29 Amli/Akaitora

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

Blessings Deck Card 30 - Turn 30 Seoni/Morbus Iff

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

Beach
At This Location (Open): At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Morbus Iff

Beach Card 1:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Beach Card 2:
Boarding Axe
Weapon B
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. 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.
Beach Card 3:
Ambush
Barrier C
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.
Beach Card 4:
Buoyancy
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 3
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
Beach Card 5:
Skeleton
Monster C
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Beach Card 6:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Beach Card 7:
Harpoon Trap
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Beach Card 8:
Sea Hag
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.
Beach Card 9:
Quartermaster
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Beach Card 10:
Anchor
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.

Sea Caves
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Sea Caves Card 1:
Illusory Wall
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Sea Caves Card 2:
Cecaelia
Monster B
Traits: Merfolk Aquatic
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Sea Caves Card 3:
Fear
Spell B
Traits: Magic Arcane Divine Attack Mental Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Sea Caves Card 4:
Sailor
Ally C
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Sea Caves Card 5:
Blessing of Cayden Cailean
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sea Caves Card 6:
Crocodile
Monster B
Traits: Animal Aquatic Elite
To Defeat: Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed.
Sea Caves Card 7:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Sea Caves Card 8:
Blessing of Besmara
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sea Caves Card 9:
Wooden Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge 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.
Sea Caves Card 10 (Kelizar the Brine Dragon):
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
"There's loot sailing every which way. There's scalawags puttin' it in and digging it up from the ground. The whole ocean bottom's carpeted with coin. If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first." --Les

Riptide Cove A
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Korundo/morph147

Riptide Cove A Card 1:
Sea Hag
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.
Riptide Cove A Card 2:
Constrictor Snake
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.
Riptide Cove A Card 3:
Boarding Pike
Weapon B
Traits: Polearm Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. 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.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove A Card 4:
Chain Mail
Armor C
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove A Card 5:
Giant Moray Eel
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Riptide Cove A Card 6:
Coral Capuchin
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: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove A Card 7:
Thieves' Tools
Item B
Traits: Tool Basic
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove A Card 8:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Riptide Cove A Card 9:
Deckhand
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove A Card 10:
Trapped Locker
Barrier B
Traits: Cache Lock Trap Basic
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Riptide Cove B
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Riptide Cove B Card 1:
Falcata +1
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.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove B Card 2:
Pirate Hunting
Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Riptide Cove B Card 3:
Smuggler
Monster B
Traits: Human Smuggler Basic
To Defeat: Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Riptide Cove B Card 4:
Marine
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Riptide Cove B Card 5:
Magic Leather Armor
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove B Card 6:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Riptide Cove B Card 7:
Zombie
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Riptide Cove B Card 8:
Barefoot Samms Toppin
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.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove B Card 9:
Masterwork Tools
Item B
Traits: Tool Elite
To Acquire: Dexterity Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove B Card 10:
Master-at-Arms
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.

Riptide Cove C
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Riptide Cove C Card 1:
Potion of Fortitude
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove C Card 2:
Siren Caller
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.
Riptide Cove C Card 3:
Pirate Captain
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Riptide Cove C Card 4:
Chain Mail
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove C Card 5:
Shackles Pirate
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Riptide Cove C Card 6:
Taking on Water
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Riptide Cove C Card 7:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Riptide Cove C Card 8:
Throwing Axe
Weapon B
Traits: Axe Ranged Slashing Elite
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove C Card 9:
Master Gunner
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove C Card 10:
Snow Leopard
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.

Riptide Cove D
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, Radovan/grimsnik

Riptide Cove D Card 1:
Shortbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove D Card 2:
Benevolent Buckler
Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove D Card 3:
Conch Shell
Item B
Traits: Object Aquatic Basic
To Acquire: Wisdom Perception 5
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove D Card 4:
Skeleton
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Riptide Cove D Card 5:
Devilfish
Monster 1
Traits: Aberration Aquatic Basic
To Defeat: Combat 10
If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.
Riptide Cove D Card 6:
Cabin Boy
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 4
Recharge this card to add 1d4 to your non-combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove D Card 7:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Riptide Cove D Card 8:
Bloodbug
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Riptide Cove D Card 9:
Captain
Ally C
Traits: Human Captain Pirate Basic
To Acquire: Constitution Fortitude 4 THEN Charisma Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove D Card 10:
Goose in the Rigging
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Riptide Cove E
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Matsu Kurisu

Riptide Cove E Card 1:
Dead Man's Chest
Barrier C
Traits: Cache Lock Pirate
To Defeat: Dexterity Disable 11 OR Strength Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Riptide Cove E Card 2:
Giant Frog
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Riptide Cove E Card 3:
Amulet of Fortitude
Item B
Traits: Accessory Magic Elite
To Acquire: Constitution Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove E Card 4:
Lookout
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove E Card 5:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Riptide Cove E Card 6:
Shackled Sorcerer
Monster C
Traits: Human Sorcerer Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Riptide Cove E Card 7:
Whip
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove E Card 8:
Merfolk
Monster B
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Riptide Cove E Card 9:
Carver
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove E Card 10:
Wooden Armor
Armor C
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.


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

Flip- Blessing of the Gods

Radovan spots a shortbow. But upon close inspection notices the water has warped it.
Dex 3: 1d8 + 1 ⇒ (6) + 1 = 7
Dex 3: 1d8 + 1 ⇒ (1) + 1 = 2

Discard Zae to explore.

However a Benevolent Buckler was nearby and in good shape. Con 5: 2d8 ⇒ (1, 5) = 6 Discard Blessing of the Gods for an additional die
Con 5: 2d8 ⇒ (3, 4) = 7

Recharge Blessing of the Ancients to examine top card of location deck and then explore

Radovan finds the pieces of a Conch Shell. Perception 5: 1d6 + 2 ⇒ (6) + 2 = 8
Perception 5: 1d6 + 2 ⇒ (1) + 2 = 3

EOT- Reset hand

Radovan wrote:

Hand: Benevolent Buckler, Blessing of the Samurai, Amadi, Surgeon, Appleslayer,

Displayed: Quang- ,
Deck: 6 Discard: 2 Buried: 0
Notes: T-shirt Re-roll: Available ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


Korundo Deck Handler

Under the Blessing of the Gods

Start of turn Leryn will examine the top of the location deck to find a Sea Hag

Spoiler:
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.
Well Guess I am not staying here since I have no attack

Start of turn Korundo will gain the power feat 5 card hand size.

Move phase, Korundo is useless at this location against a sea hag at this moment Korundo will move to Riptide Cove B.

Taking a chance to explore

Explore the top card of the location deck to find a weapon Falcata +1

Spoiler:

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.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.

Korundo drools over the amazing looking weapon and thinks about how bad it needs to be in his hand to defend himself.

Korundo will go for a Melee check, discards blessing of the elements to add 1d10

Melee 10: 1d10 + 2 + 1d10 ⇒ (5) + 2 + (2) = 9 Fail - Banish Falcata +1

Korundo is sad at the lost of this beautiful weapon

Korundo recharges Blessing of the Ancients 2 to examine the top card of the location deck to find Pirate Hunting

Spoiler:

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.

Korundo decides to follow his low intelligence and encounter the Pirate Hunting

Ship check: 1d10 + 1 ⇒ (5) + 1 = 6 Encounter Truewind

Spoiler:

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

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

Will be going for Survival. Will cast Bloodscent to add 1d10 to my Survival check

Survival 6: 1d8 + 3 + 1d10 ⇒ (2) + 3 + (6) = 11 Success

Since it is successful Bloodscent lets me examine the top card of any location deckExamine the top of Sea caves to find a Illusory Wall

Spoiler:

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.

Plunder Plunder check: 1d6 ⇒ 5 We get an Ally added to plunder

Korundo defeated a bane so top card of the stolen pile is Blood Periapt Recharge Blood Periapt to Radovan's deck

Recharge Bloodscent Divine 8: 1d8 + 4 ⇒ (3) + 4 = 7

Korundo really really wants a new handKorundo casts cure on himself Cure: 1d4 + 1 ⇒ (1) + 1 = 2 Shuffles Blessing of the Elements and Bloodscent back into his deck.

Recharge Cure: Divine 8: 1d8 + 4 ⇒ (1) + 4 = 5 Terrible roll so discard cure

End of turn Leryn is placed on top of deck to examines the top two cards of the location deck to find:

Riptide Cove B Card 3 - Smuggler

Spoiler:
Monster B
Traits: Human Smuggler Basic
To Defeat: Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

and

Riptide Cove B Card 4 - Marine

Spoiler:
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.

Korundo resets hand drawing Leryn, Blessing of the Ancients 2, Blessing of the Ancients 1, Frilled Lizard, Fox.

"

Korundo wrote:

Hand: Blessing of the Ancients 2, Blessing of the Ancients 1, Frilled Lizard, Fox,

Displayed: Leryn,
Deck: 9 Discard: 1 Buried: 0
Notes: current power feat activated: 5 card hand size. Please save Blessings of the Ancients for basic blessings if possible, or for me to use to get a couple extra explores in.

Sideboard cards:

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

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

Proficient with: Light Armors □Heavy Armors Weapons

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

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


Upkeep

Korundo has moved to Riptide Cove B. Cards 1 and 2 are banished.
Radovan recharges Blood Peript from stolen pile
Top card of Riptide Cove A is a Card 1 - Monster: Sea Hag
Top card of Sea Caves is Card 1- Barrier: Illusory Wall
Riptide Cove B is card 3 - Monster Smuggler and card 4- Monster Marine

Dark Archive

Deck handler link

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

Blessing = 3/Blessing of The Gods

Start of Turn
At: Riptide Cove E
Give: No
Move: No

Bury Alchemy Lab to draw random item that has the Alchemical trait
Item 1: Ring of Wave Walking - No
Item 2: Old Salt's Bandana - No
Item 3: Token of Remembrance - No
Item 4: Potion of Healing - Yes. Acquired

Free Explore = 1: Dead Man's Chest, Disable 11
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Disable 1d12+1+1, recharge Korundo Blessing of the Ancients 2 +1d12
Disable 11: 1d12 + 1 + 1 + 1d12 ⇒ (1) + 1 + 1 + (3) = 6 - nope. Using reroll
Paizo Reroll Disable 11: 1d12 + 5 ⇒ (7) + 5 = 12- Yes

Weapon 1: Morningstar, Weapon B
Spell 1: Sphere of Fire, Spell 1
Item 5: Tot Flask, Item B

Scenario.Defeat bane = Surgeon - recharged by Seoni

Recharge Tot Flask to draw Acid Flask

End of Turn
Discard ac Morningstar, Aklys, Cure 2
Draw up - Nil

Summary
Location = Riptide Cove E
Acquired =
Banished = 1: Dead Man's Chest
Examined =
From Box = Weapon 1: Morningstar
Spell 1: Sphere of Fire
Item 1: Ring of Wave Walking - No
Item 2: Old Salt's Bandana - No
Item 3: Token of Remembrance - No
Item 4: Potion of Healing - Yes. Acquired
Item 5: Tot Flask- Yes. Acquired
Displayed =

plunder =
Give =
Used = recharge Korundo Blessing of the Ancients 2

Other = Surgeon - recharged by Seoni

Damiel wrote:

Hand: ac Potion of Healing, Cure, Galvanic Chakram +1, Acid Flask, ac Sphere of Fire, ,

Displayed: , , , , , ,
Deck: 7 Discard: 3 Buried: 1
Notes: Cure: Heal 1d4+1. Feel free to use if at Damiels location and have 4+ cards in discard pile

Skills and Powers:
SKILLS

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

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

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

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


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

Starting Amli's turn under Blessing of the Gods.

Amli explores Riptide Cove D and encounters Card 4: Skeleton. Amli will reveal her Longspear (which has the 2-handed and piercing relevant traits). She will then recharge her Bone Spikes to add 2 to her check. Finally, she will display her Wolfhide Armor to add 1 more.

CtD Combat, Melee 11: 2d8 + 3 + 2 + 1 ⇒ (4, 2) + 3 + 2 + 1 = 12

A bane was defeated, so I draw the top card of the stolen goods pile: Amli's Camel. I recharge it in her deck.

Amli joins Radovan at one of the nearby coves. He's preoccupied with the discarded equipment that litters the cove's floor, so he doesn't notice the skeleton that approaches him from the shadows. Amli tackles the skeleton putting her weight into her armor's spikes, and then draws her longspear to skewer the skeleton until it stops moving.

Huffing and puffing, she takes a moment to catch her breath.

"Be more careful, laddie! These 'ere dwarven legs aren't meant to be running like this!"

No more explores, so I will end Amli's turn here. When I end her turn, Wolfhide Armor goes back to her hand. Then, she resets her hand.

Amli wrote:

Hand: Blessing of the Gods 4, Hammer, Strength, Wolfhide Armor, Longspear, ,

Displayed: Kikko Armor, , , , , ,
Deck: 7 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d8 +
Dexterity d4 +
- Melee: Strength +2
Constitution d10 +
Intelligence d4 +
- Craft: Constitution +1
Wisdom d10 +
- Divine: Wisdom +1
Charisma d6 +

Favored Card: Weapon
Hand Size: 4
Proficient With: Light Armors Weapons

POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (~ 2) to that check. Before you reset your hand (~ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (~ or card of a type of your choice) from their discard pile.


Korundo Deck Handler

During Damiel turn recharge Blessing of the Ancients 1.

"

Korundo wrote:

Hand: Blessing of the Ancients 2, Frilled Lizard, Fox,

Displayed: Leryn,
Deck: 9 Discard: 1 Buried: 0
Notes: current power feat activated: 5 card hand size. Please save Blessings of the Ancients for basic blessings if possible, or for me to use to get a couple extra explores in.

Sideboard cards:

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

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

Proficient with: Light Armors □Heavy Armors Weapons

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

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


"


Deck Handler (custom). Sorcerer + UM.

During Damiel/Matsu Kurisu turn 3, under the Blessing of the Gods:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Recharge stolen card Surgeon.


Deck Handler (custom). Sorcerer + UM.

During Seoni/Morbus Iff turn 5, under the Blessing of the Gods:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Move: Riptide Cove E, for eventual giving of Damiel/Matsu Kurisu's Sphere of Fire.

Explore (1), Riptide Cove E Card 2:

Giant Frog:
Monster 1; Animal, Basic
Check to Defeat: Combat 9
(1:) A random character at your location encounters the Giant Frog.
(2:) If the check to defeat has the Electricity trait, add 1d8 to it.

Random character in alphabetical order (Damiel, Seoni): 1d2 ⇒ 1: Damiel.

Pausing my turn for that to play out.

Dark Archive

Deck handler link

Damiel - On Seoni's turn

Ecounter Giant Frog, Monster 1; Animal, Basic
Check to Defeat: Combat 9
Recharge Acid Flask 1d12+1+2d6
Combat 9: 1d12 + 1 + 2d6 ⇒ (4) + 1 + (3, 4) = 12 - Frog Defeated
Scenario.Bane Defeated - recharged Potion of Healing

Damiel wrote:

Hand: ac Potion of Healing, Cure, Galvanic Chakram +1, , ac Sphere of Fire, ,

Displayed: , , , , , ,
Deck: 9 Discard: 3 Buried: 1
Notes: Cure: Heal 1d4+1. Feel free to use if at Damiels location and have 4+ cards in discard pile

Skills and Powers:
SKILLS

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

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

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

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


Deck Handler (custom). Sorcerer + UM.

During Seoni/Morbus Iff turn 5, under the Blessing of the Gods:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Continuing my turn. Damiel/Matsu Kurisu slayed the Giant Frog and recovered their stolen goods: recharge Potion of Healing.

Discard Turtle to explore again.
Explore (2), Riptide Cove E Card 3:

Amulet of Fortitude:
Item B; Accessory, Magic, Elite
Check to Acquire: Constitution Fortitude 5
(1:) Reveal this card to add 1 die to your Fortitude check.
(2:) Recharge this card to succeed at your Fortitude check.

Check to Defeat Amulet of Fortitude, Constitution 5: 1d6 ⇒ 2: Failure.
Amulet of Fortitude is banished.

End Your Turn: Reset Your Hand, draw 1: Chronicler.

Morbus > PACG > Seoni 2 wrote:

Hand: Force Missile, Spellbook, Fire Snake, Magical Child, Chronicler, Bracers of Protection,

Displayed:
Deck: 6 Discard: 1 Buried: 0
Notes:
Sideboard:

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

Traits: Female, Human, Sorcerer

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

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

Season of Tapestry's Tides:
(Seized Ships:) At the start of a scenario, you may cross off a ship you have seized (5-1A: Wormwood, ...) to use that ship instead of the Feathered Devil.
(5-1A Scenario Reward:) For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.

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


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

Flip- Blessing of Sivanah

Location at start of turn Riptide Cove D.
SOT- Reveal Appleslayer to recharge Zae. Reveal Amadi to examine top card of Location Deck and placing Devilfish on bottom.

Explore

Radovan finds a human boy hiding in the cove.Diplomacy 4: 1d8 + 2 ⇒ (7) + 2 = 9 Diplomacy 4: 1d8 + 2 ⇒ (8) + 2 = 10 Reveal Surgeon to shuffle Blessing of the Gods into Radovan's Deck then recharge Surgeon. Discard Appleslayer move to lRiptide Cove C- examine top card- Potion of Fortitude. Choosing not to explore.

Summary-
Current Location- Riptide Cove C
Ridetide Cove D card 5 Devilfish moved to bottom. Card 6 Cabin Boy acquire.
Riptide Cove C- top card is Potion of Fortitude.

EOT- Reset hand

Radovan wrote:

Hand: Benevolent Buckler, Blessing of the Samurai, Amadi, Cabin Boy, Blessing of the Ancients,

Displayed: Quang- ,
Deck: 9 Discard: 1 Buried: 0
Notes: T-shirt Re-roll: Available ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


Korundo Deck Handler

Under the Blessing of Erastil

Start of Turn
Leryn is lazy and chooses not to examine the top of the deck because we know what is here.
Looks like a lot of monsters coming better get some attack powerKorundo changes power feat to 1d4 for checks that invoke the animal trait.

Move: No

Free Explore
Will encounter Riptide Cove B Card 3 - Smuggler. Before I act, I will display Fox due to Smuggler BYA. For combat, Korundo will reveal Frilled Lizard, to use Survival+1d6 and gain melee and animal trait. Since animal trait has been invoked, will add a 1d4 to the check.

Combat 9: 1d8 + 3 + 1d6 + 1d4 ⇒ (6) + 3 + (4) + (3) = 16 Succeses Banish Smuggler
Discard fox due to Smuggler's effect
Korundo recharges his Compass from the Stolen Pile

Next Explore
Korundo will discard Blessing of the Ancients 2 to explore again and encounter Marine. For combat, Korundo will reveal Frilled Lizard, to use Survival+1d6 and gain melee and animal trait. Since animal trait has been invoked, will add a 1d4 to the check.

Combat 9: 1d8 + 3 + 1d6 + 1d4 ⇒ (8) + 3 + (3) + (4) = 18Success Banish Marine
Top card of Stolen Pile is Blessing of the Gods. Recharge back into Seoni's deck

End of Turn
Leryn is placed on the top of the deck to examine the top 2 cards of the location. Leryn finds:
Riptide Cove B Card 5: Magic Leather Armor

Spoiler:
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based solely on the results of the second die roll.

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

Resets hand to draw Leryn, Snow Leopard, Frilled Lizard

Displays Leryn at the beginning of Damiel's turn.

Korundo wrote:

Hand: Blessing of the Elements, Snow Leopard, Frilled Lizard,

Displayed: Leryn,
Deck: 7 Discard: 3 Buried: 0
Notes: current power feat activated: 1d4 for checks that invoke the animal trait. Blessing available if needed, Snow Leopard adds 1d4 to any combat check so use as needed.

Sideboard cards:

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

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

Proficient with: Light Armors □Heavy Armors Weapons

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

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


Upkeep

Defeated cards 3 and 4 at Riptide Cove B.
Top two cards at Riptide Cove B are Magic Leather Armor B Seoni its an automatic get for you and Riptide Cove B Card 6: Riptide Grindylow.
Korundo recharges compass from stolen pile, Seoni recharges Blessing of the Gods from stolen pile.

Dark Archive

Deck handler link

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

Blessing = 8/Blessing of The Gods

Start of Turn
At: Riptide Cove E
Give: ac Sphere of Fire to Seoni
Move: Riptide Cove B

Free Explore = 5: Magic Leather Armor, Armor B, Constitution 2
Constitution 1d6
Constitution 2 : 1d6 ⇒ 4 - Acquired

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

End of Turn
Draw up Blessing of the Quartermaster 3, Bladeguard

Summary
Location = Riptide Cove B
Acquired = 5: Magic Leather Armor
Banished =
Examined =
From Box =
Displayed =

plunder =
Give = ac Sphere of Fire to Seoni
Used =

Other = Korundo Healed = 2

Damiel wrote:

Hand: ac Potion of Healing, Galvanic Chakram +1, ac Magic Leather Armor, Blessing of the Quartermaster 3, Bladeguard, ,

Displayed: , , , , , ,
Deck: 8 Discard: 3 Buried: 1
"Notes: BoQuartermaster: +1d all checks. Recharges on non combat. Prefer to use on that.
Bladeguard = Allow a character at same location to get weapon or armor from discard pile
"

Skills and Powers:
SKILLS

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

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

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

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


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

Starting Amli's turn under Blessing of Gozreh.

Amli explores Riptide Cove D to encounter Card 7: Riptide Grindylow! For the combat check, Amli will reveal her Longspear. Since she revealed a weapon, she will also display her Blessing of the Gods to add +1. Finally, she will display Strength to add +3 to her Strength check.

CtD Combat, Melee 11: 2d8 + 7 ⇒ (8, 5) + 7 = 20

Amli defeated a bane, so she looks at the top card of the stolen goods pile: Blessing of the Elements gets recharged in Radovan's deck. Amli will attempt to close Riptide Cove D. She summons another Riptide Grindylow to fight.

For the combat check, she reveals her Longspear again, and displays Wolfhide Armor using her power to add +1 again. Strength is still in effect.

CtD Combat, Melee 11: 2d8 + 7 ⇒ (4, 4) + 7 = 15

Riptide Cove D is closed. Since a bane was defeated, the top card of the stolen goods pile is recharged: Crocodile Skin Armor is recharged in Korundo's deck.

Amli will end her turn. When she does, she retrieves her Wolfhide Armor and Blessing of the Gods, and she attempts to recharge Strength.

Recharge Strength, Divine 8: 1d10 + 1 ⇒ (9) + 1 = 10

Amli resets her hand.

After helping Radovan make sure the kid he found was safely out of the cove, Amli came back and uttered a challenge:
"What is it you filthy, moist goblin waste? Are you scared of dwarves? Come out and show me what yer' got!"

The Grindilows that had been hiding somewhere inside readily showed up, trying to overwhelm Amli with numbers. After Amli called upon Kols to empower her spear's thrusts, it became readily apparent that was never going to work.

Amli exited the small cove, wry smile on her face, carrying a number of stolen goods, some of which she knew belonged to Korundo and Radovan.

"Well, here are yer' things, mateys. What's next?"

Amli wrote:

Hand: Blessing of the Gods 4, Hammer, Mattock, Wolfhide Armor, Longspear, ,

Displayed: Kikko Armor, , , , , ,
Deck: 7 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d8 +
Dexterity d4 +
- Melee: Strength +2
Constitution d10 +
Intelligence d4 +
- Craft: Constitution +1
Wisdom d10 +
- Divine: Wisdom +1
Charisma d6 +

Favored Card: Weapon
Hand Size: 4
Proficient With: Light Armors Weapons

POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (~ 2) to that check. Before you reset your hand (~ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (~ or card of a type of your choice) from their discard pile.


Korundo Deck Handler

During Damiel's Turn
Heal Cure and Fox from discard

During Amli's Turn
Recharge Crocodile Skin Armor

[ooc]Sidenote: Card 9 of Ripcove Tide is still in the location deck because its a boon but the location is closed.

"

Korundo wrote:

Hand: Blessing of the Elements, Snow Leopard, Frilled Lizard,

Displayed: Leryn,
Deck: 11 Discard: 1 Buried: 0
Notes: current power feat activated: 1d4 for checks that invoke the animal trait. Blessing available if needed, Snow Leopard adds 1d4 to any combat check so use as needed.

Sideboard cards:

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

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

Proficient with: Light Armors □Heavy Armors Weapons

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

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



Deck Handler (custom). Sorcerer + UM.

During Korundo/morph147 turn 7, under the Blessing of Erastil:
Recharge stolen card Blessing of the Gods (2).

During Damiel/Matsu Kurisu turn 8, under the Blessing of the Gods:
Received Sphere of Fire (A).

Morbus > PACG > Seoni 2 wrote:

Hand: Force Missile, Spellbook, Fire Snake, Magical Child, Chronicler, Bracers of Protection, Sphere of Fire (A),

Displayed:
Deck: 7 Discard: 1 Buried: 0
Notes:
Sideboard:

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

Traits: Female, Human, Sorcerer

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

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

Season of Tapestry's Tides:
(Seized Ships:) At the start of a scenario, you may cross off a ship you have seized (5-1A: Wormwood, ...) to use that ship instead of the Feathered Devil.
(5-1A Scenario Reward:) For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.

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

Dark Archive

Deck handler link

Damiel - Out of turn
Correct armor missing roll
Magic Leather Armor, Armor B, Constitution 2
Constitution 1d6
Constitution 2 : 1d6 ⇒ 1 - Banished. Not acquired
Additional card drawn at end of turn: Blessing of the Quartermaster

Damiel wrote:

Hand: ac Potion of Healing, Galvanic Chakram +1, Blessing of the Quartermaster, Blessing of the Quartermaster 3, Bladeguard, ,

Displayed: , , , , , ,
Deck: 8 Discard: 3 Buried: 1
"Notes: BoQuartermaster: +1d all checks. Recharges on non combat. Prefer to use on that.
Bladeguard = Allow a character at same location to get weapon or armor from discard pile
"

Skills and Powers:
SKILLS

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

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

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

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


Deck Handler (custom). Sorcerer + UM.

During Seoni/Morbus Iff turn 10, under the Blessing of Abadar:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Move: Riptide Cove A. Korundo/morph147 examined a Sea Hag here, which Seoni can handle. She thinks.

Explore (1), Riptide Cove A Card 1:

Sea Hag:
Monster B; Hag, Aquatic
Check to Defeat: Combat 11
(1:) Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
(2:) When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Reveal Spellbook to add 1d4 to non-combat Arcane. 87% chance.
Sea Hag, before you act, Arcane 8: 1d12 + 1 + 2 + 1d4 ⇒ (7) + 1 + 2 + (4) = 14: Success. I can use Attack spells

Discard Force Missile for combat check. 82% chance.
Check to Defeat Sea Hag, Combat 11: 1d12 + 1 + 2 + 2d4 ⇒ (3) + 1 + 2 + (3, 4) = 13: Success.
Sea Hag is banished. Recharge Seoni/Morbus Iff stolen card Blessing of the Spellbound (1).
Check to recharge Force Missile, Arcane 6: 1d12 + 1 + 2 ⇒ (12) + 1 + 2 = 15: Success.

Discard Chronicler to explore again.
Explore (2), Riptide Cove A Card 2:

Constrictor Snake:
Monster B; Animal, Elite
Check to Acquire: Combat 11
(1:) If the check to defeat has the Cold trait, add 1d6 to it.
(2:) If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.

Poo.
Display Sphere of Fire (A) for combat check.
Recharge Magical Child to add 1d4 to a check that invokes Magic.
Check to Defeat Constrictor Snake, Combat 11: 1d12 + 1 + 2 + 1d6 + 1d4 ⇒ (5) + 1 + 2 + (1) + (4) = 13: Success.
Constrictor Snake is banished. Recharge Korundo/morph147 stolen card Crow.

Reveal Spellbook to add 1d4 to non-combat Arcane.
Check to recharge Sphere of Fire (A), Arcane 9: 1d12 + 1 + 2 + 1d4 ⇒ (2) + 1 + 2 + (2) = 7: Failure.
Sphere of Fire (A) is discarded.

End Your Turn: Reset Your Hand, draw 3: Caltrops, Blessing of the Spellbound (2), Blessing of the Gods (1).

Morbus > PACG > Seoni 2 wrote:

Hand: Caltrops, Spellbook, Fire Snake, Blessing of the Spellbound (2), Blessing of the Gods (1), Bracers of Protection,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes:
Sideboard:

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

Traits: Female, Human, Sorcerer

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

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

Season of Tapestry's Tides:
(Seized Ships:) At the start of a scenario, you may cross off a ship you have seized (5-1A: Wormwood, ...) to use that ship instead of the Feathered Devil.
(5-1A Scenario Reward:) For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.

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


During This Adventure: Your ship is Feathered Devil.

During This Scenario: When building location decks, build a number of Riptide Cove locations equal to the number of characters. When adding the villain, put it on the bottom of the Sea Caves location deck.
After drawing starting hands, each character shuffles the top 3 cards of her deck faceup into a stolen pile next to the scenario.
When you defeat a bane, recharge the top card of the stolen pile into any character deck.
At the end of the scenario, banish any boons in the stolen pile.

Party Ship: Feathered Devil (Can recharge allies instead of discarding them for Structural damage)

Stolen Pile:

Return cards in the order listed, do not roll or skip over cards. While original owner is listed, they can be returned to anyone's deck.

Cutlass - Radovan
Boomerang - Damiel
Greatsword - Amli
Call Potion - Damiel
Cure - Amli

Seized Ships:

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

Amli/Akaitora
5-1A: Magpie Princess

Radovan/grimsnik
5-1A: Mistmourn

Seoni/Morbus Iff
5-1A: Wormwood

Additional Rules:

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

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

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

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.

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

Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

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

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

Story Banes:

Kelizar the Brine Dragon
Spoiler:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
"There's loot sailing every which way. There's scalawags puttin' it in and digging it up from the ground. The whole ocean bottom's carpeted with coin. If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first." --Les

Riptide Grindylow

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

Loot:

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

Summons:

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

Enemy Ship (Summon)

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

Hammerhead Shark (Summon)

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

Hirgenzosk (aka Sir Not Appearing In This Scenario)

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

Pirate Shade Haunt (Summon)

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

Riptide Grindylow (Summon)

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

Ruffian (Summon)

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

Skeletal Crew (Summon)

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

Ships:

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

Ship 1: Feathered Devil - Class 1

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

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

Ship 2: Goblin Weidling - Class 0

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

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

Ship 3: Merchantman - Class 0

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

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

Ship 4: Shackles Pirate Ship - Class 0

Spoiler:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.

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

Ship 5: Man's Promise - Class 1

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

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

Ship 6: Truewind - Class 1

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

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

Ship 7: Sea Chanty - Class 3

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

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

Ship 8: Mistmourn - Class 5

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

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

Ship 9: Wormwood - Class 5

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

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

Ship 10: Dominator - Class 6

Spoiler:
Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
To Repair: Craft 7
When Encountering This Ship: If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding This Ship (Wrecked): Remove the Swashbuckling trait from all of your checks.

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

Ship 11: Magpie Princess - Class 6

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

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


Acquired Cards:

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

Cabin Boy (Ally B)

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

Morningstar (Weapon B)

Spoiler:
Morningstar
Weapon B
Traits: Mace Melee Piercing Elite
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Potion of Healing (Item B)

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

Sphere of Fire (Spell 1)

Spoiler:
Sphere of Fire
Spell 1
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Tot Flask (Item B)

Spoiler:
Tot Flask
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Plunder:

1. Spell
2. Ally

(BR Only)

Spoiler:

VqUwQVwoGLkGWPwjECFpSj7OxInB30goO+2EYGnqX25PKcwZra5ZYbYfAhASwdz9hgbJFR0hs3w =

Random Monsters:

Monster 1
Spoiler:
Crab Swarm
Monster C
Traits: Animal Aquatic Swarm Basic
To Defeat: Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Monster 2

Spoiler:
Bloodbug
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

Monster 3

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

Monster 4

Spoiler:
Ghost
Monster B
Traits: Undead Incorporeal Ghost Elite
To Defeat: Combat 12 OR Wisdom Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist.

Monster 5

Spoiler:
Blood Moon Pirate
Monster B
Traits: Lycanthrope Pirate Elite
To Defeat: Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

Random Barriers:

Barrier 1
Spoiler:
Man Overboard
Barrier C
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Barrier 2

Spoiler:
Drowning Spikes Trap
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.

Barrier 3

Spoiler:
Swabbing the Decks
Barrier 1
Traits: Task Aquatic Elite
To Defeat: Constitution Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Barrier 4

Spoiler:
Taking on Water
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Barrier 5

Spoiler:
Treasure Hunt
Barrier C
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

Random Weapons:

Weapon 1
Spoiler:
Dragon Pistol
Weapon B
Traits: Firearm Ranged Piercing Elite
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Weapon 2

Spoiler:
Pepperbox
Weapon 1
Traits: Firearm Ranged Piercing Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Weapon 3

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

Weapon 4

Spoiler:
Goblin Pegleg
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

Weapon 5

Spoiler:
Icy Boarding Pike +1
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.

Random Spells:

Spell 1
Spoiler:
Illuminate
Spell 1
Traits: Magic Arcane Divine Attack Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1d8 to any Ranged combat 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 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Fireblade
Spell C
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
Magic Weapon
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 4

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

Spell 5

Spoiler:
Buoyancy
Spell C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 3
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Random Armor:

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

Armor 2

Spoiler:
Fortified Leather Armor
Armor 1
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

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

Armor 4

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

Armor 5

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

Random Items:

Item 1
Spoiler:
Potion of Lucubration
Item C
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Craft check.

Item 2

Spoiler:
Amulet of Life
Item B
Traits: Accessory Magic Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

Item 3

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

Item 4

Spoiler:
Helpful Haversack
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.

Item 5

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

Random Allies:

Ally 1
Spoiler:
Conchobhar Turlach Shortstone
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.

Ally 2

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

Ally 3

Spoiler:
Fox
Ally C
Traits: Animal Basic
To Acquire: Wisdom Survival 7
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.

Ally 4

Spoiler:
Turtle
Ally C
Traits: Animal Aquatic Basic
To Acquire: Wisdom Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

Ally 5

Spoiler:
Dwarf Caiman
Ally C
Traits: Animal Basic
To Acquire: Wisdom Survival 6
Reveal this card to add 1d6 to your Stealth or Fortitude check.
Discard this card to explore your location.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Milani
Blessing C
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.

Blessing 2

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

Blessing 3

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

Blessing 4

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

Blessing 5

Spoiler:
Blessing of Achaekek
Blessing C
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.

Turn: 11 Radovan/grimsnik
Top of Blessing Discard Pile:

Blessing of Milani:
Blessing of Milani
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.

Blessings Remaining: 19

Blessings Deck Cards/Turn Order:

Blessings Deck Card 12 - Turn 12 Korundo/morph147

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

Blessings Deck Card 13 - Turn 13 Damiel/Matsu Kurisu

Spoiler:
Blessing of Zogmugot
Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.

Blessings Deck Card 14 - Turn 14 Amli/Akaitora

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

Blessings Deck Card 15 - Turn 15 Seoni/Morbus Iff

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

Blessings Deck Card 16 - Turn 16 Radovan/grimsnik

Spoiler:
Blessing of Milani
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.

Blessings Deck Card 17 - Turn 17 Korundo/morph147

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

Blessings Deck Card 18 - Turn 18 Damiel/Matsu Kurisu

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

Blessings Deck Card 19 - Turn 19 Amli/Akaitora

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

Blessings Deck Card 20 - Turn 20 Seoni/Morbus Iff

Spoiler:
Blessing of Pharasma
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.

Blessings Deck Card 21 - Turn 21 Radovan/grimsnik

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

Blessings Deck Card 22 - Turn 22 Korundo/morph147

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

Blessings Deck Card 23 - Turn 23 Damiel/Matsu Kurisu

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

Blessings Deck Card 24 - Turn 24 Amli/Akaitora

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

Blessings Deck Card 25 - Turn 25 Seoni/Morbus Iff

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

Blessings Deck Card 26 - Turn 26 Radovan/grimsnik

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

Blessings Deck Card 27 - Turn 27 Korundo/morph147

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

Blessings Deck Card 28 - Turn 28 Damiel/Matsu Kurisu

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

Blessings Deck Card 29 - Turn 29 Amli/Akaitora

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

Blessings Deck Card 30 - Turn 30 Seoni/Morbus Iff

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

Beach
At This Location (Open): At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Beach Card 1:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Beach Card 2:
Boarding Axe
Weapon B
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. 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.
Beach Card 3:
Ambush
Barrier C
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.
Beach Card 4:
Buoyancy
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 3
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
Beach Card 5:
Skeleton
Monster C
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Beach Card 6:
Buckler
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Beach Card 7:
Harpoon Trap
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Beach Card 8:
Sea Hag
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.
Beach Card 9:
Quartermaster
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Beach Card 10:
Anchor
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.

Sea Caves
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Sea Caves Card 1 (Illusory Wall):
Illusory Wall
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Sea Caves Card 2:
Cecaelia
Monster B
Traits: Merfolk Aquatic
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Sea Caves Card 3:
Fear
Spell B
Traits: Magic Arcane Divine Attack Mental Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Sea Caves Card 4:
Sailor
Ally C
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Sea Caves Card 5:
Blessing of Cayden Cailean
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sea Caves Card 6:
Crocodile
Monster B
Traits: Animal Aquatic Elite
To Defeat: Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed.
Sea Caves Card 7:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Sea Caves Card 8:
Blessing of Besmara
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sea Caves Card 9:
Wooden Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge 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.
Sea Caves Card 10 (Kelizar the Brine Dragon):
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
"There's loot sailing every which way. There's scalawags puttin' it in and digging it up from the ground. The whole ocean bottom's carpeted with coin. If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first." --Les

Riptide Cove A
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Morbus Iff

Riptide Cove A Card 1:
Boarding Pike
Weapon B
Traits: Polearm Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. 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.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove A Card 2:
Chain Mail
Armor C
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove A Card 3:
Giant Moray Eel
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Riptide Cove A Card 4:
Coral Capuchin
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: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove A Card 5:
Thieves' Tools
Item B
Traits: Tool Basic
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove A Card 6:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Riptide Cove A Card 7:
Deckhand
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove A Card 8:
Trapped Locker
Barrier B
Traits: Cache Lock Trap Basic
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Riptide Cove B
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Matsu Kurisu, Korundo/morph147

Riptide Cove B Card 1 (Riptide Grindylow):
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Riptide Cove B Card 2:
Zombie
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Riptide Cove B Card 3:
Barefoot Samms Toppin
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.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove B Card 4:
Masterwork Tools
Item B
Traits: Tool Elite
To Acquire: Dexterity Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove B Card 5:
Master-at-Arms
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.

Riptide Cove C
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Radovan/grimsnik

Riptide Cove C Card 1 (Potion of Fortitude):
Potion of Fortitude
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove C Card 2:
Siren Caller
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.
Riptide Cove C Card 3:
Pirate Captain
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Riptide Cove C Card 4:
Chain Mail
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove C Card 5:
Shackles Pirate
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Riptide Cove C Card 6:
Taking on Water
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Riptide Cove C Card 7:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Riptide Cove C Card 8:
Throwing Axe
Weapon B
Traits: Axe Ranged Slashing Elite
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove C Card 9:
Master Gunner
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove C Card 10:
Snow Leopard
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.

Riptide Cove D
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Amli/Akaitora

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

Riptide Cove E
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Riptide Cove E Card 1:
Lookout
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove E Card 2:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Riptide Cove E Card 3:
Shackled Sorcerer
Monster C
Traits: Human Sorcerer Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Riptide Cove E Card 4:
Whip
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove E Card 5:
Merfolk
Monster B
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Riptide Cove E Card 6:
Carver
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Riptide Cove E Card 7:
Wooden Armor
Armor C
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.


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

Flip- Blessing of Milani

Radovan moves to Cove E.

While searching the cove, Radovan finds an elf pirate.Diplomacy 6: 1d8 + 1d4 + 2 ⇒ (5) + (3) + 2 = 10 Recharge Cabin Boy to add 1d4. Recharge Lookout to examine top card of location- Riptide Grindylow

Reset Hand

Radovan wrote:

Hand: Benevolent Buckler, Blessing of the Samurai, Amadi, Zae, Blessing of the Ancients,

Displayed: Quang- ,
Deck: 11 Discard: 1 Buried: 0
Notes: T-shirt Re-roll: Available ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


Korundo Deck Handler

During Seoni's turn, recharge Crow

Under the Blessing of the Gods

Start of Turn
Leryn chooses not to examine since we already know whats there.
Korundo will keep the 1d4 to checks that invoke the animal trait.

Move
Korundo moves to Sea Caves hopefully to destroy

First Explore
Korundo explores the top card of sea caves to find Illusory Wall. Will aim for a Perception 7 check. Perception 7: 1d8 + 3 ⇒ (3) + 3 = 6 Fail. Shuffle Illusory Wall back into Sea Caves

Korundo is now nervous where the dragon is. Will end his turn

End of turn phase
Leryn is placed on top of the deck to examine the top two cards of the location deck.

Card 1 is Card: 1d10 ⇒ 9 Wooden Shield

Spoiler:
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge 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.

Card 2 is Card: 1d10 ⇒ 7 Quarterstaff

Spoiler:
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

"

Korundo wrote:

Hand: Blessing of the Elements, Snow Leopard, Frilled Lizard,

Displayed: Leryn,
Deck: 12 Discard: 1 Buried: 0
Notes: current power feat activated: 1d4 for checks that invoke the animal trait. Blessing available if needed, Snow Leopard adds 1d4 to any combat check so use as needed.

Sideboard cards:

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

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

Proficient with: Light Armors □Heavy Armors Weapons

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

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


Upkeep

Korundo has moved to Sea Caves.
Korundo failed a check so sea caves has been shuffled.
Leryn has examined the 2 cards of the location deck to see Wooden shield and Quarterstaff.

Dark Archive

Deck handler link

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

Blessing = 13/Blessing of Zogmugot

Start of Turn
At: Riptide Cove B
Give: No
Move: No

Free Explore = 1: Riptide Grindylow, Henchman 1, Aquatic, To Defeat: Combat 11
Reveal Galvanic Chakram +1 1d12+1+1d8+1, Alchemical discard(Bladeguard) +1d10
Combat 11: 1d12 + 1 + 1d8 + 1 + 1d10 ⇒ (2) + 1 + (1) + 1 + (7) = 12 - Banished

Attempt to close, summon Riptide Grindylow, Henchman 1, Aquatic, To Defeat: Combat 11
Reveal Galvanic Chakram +1 1d12+1+1d8+1, Blessing of the Quartermaster 3 +1d12
Combat 11: 1d12 + 1 + 1d8 + 1 + 1d12 ⇒ (10) + 1 + (8) + 1 + (1) = 21 -- Location closed

Boons remaining
3: Barefoot Samms Toppin, Ally B
4: Masterwork Tools, Item B
5: Master-at-Arms, Ally B

Recharge ac Potion of Healing (Damiel) Heal 1d4: 1d4 ⇒ 1
healed card 1: 1d5 ⇒ 4 - Bladeguard

discard pile:

ac Morningstar
Aklys
Cure 2
Bladeguard
Blessing of the Quartermaster 3

Retrieve stolen cards * 2
Cutlass - Radovan
Boomerang - Damiel

End of Turn
Draw up Acid Flask, Blessing of the Quartermaster 2, ac Tot Flask

Summary
Location = Riptide Cove B - Closed. Boons need shuffle
Acquired =
Banished = 1: Riptide Grindylow
Examined = 3: Barefoot Samms Toppin, 4: Masterwork Tools, 5: Master-at-Arms
From Box =
Displayed =

plunder =
Give =
Used =

Other = Cutlass - Radovan returned

Damiel wrote:

Hand: Galvanic Chakram +1, Blessing of the Quartermaster, Acid Flask, Blessing of the Quartermaster 2, ac Tot Flask, ,

Displayed: , , , , , ,
Deck: 7 Discard: 4 Buried: 1
"Notes: BoQuartermaster: +1d all checks. Recharges on non combat. Prefer to use on that.

"

Skills and Powers:
SKILLS

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

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

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

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


Deck Handler; 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)

re-roll on acquiring Lookout: 1d8 + 1d4 + 2 ⇒ (3) + (2) + 2 = 7


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

Starting Amli's turn under Blessing of Sivannah.

Amli moves to Sea Caves. She explores to encounter Card 9: Wooden Shield (which is on top after we failed to defeat Illusory Wall on Korundo's turn). Amli will try to acquire it.

CtA Fortitude 4: 1d10 + 2 ⇒ (9) + 2 = 11

Amli will discard Blessing of the Gods to explore again and encounter Card 7: Quarterstaff, which she automatically acquires.

Amli is now out of explores, so she will end her turn. Before resetting her hand, she will discard Quarterstaff, Wooden Shield and her hammer. Then she resets her hand.

When Amli regroups with the crew, she sees that most of the stolen goods have been returned.
"Maybe it's time we head over there, where their god is, and we show them not to mess with us."

Amli arrived at the Sea Cave with a few crew members. The cave appeared empty save for the countless trinkets littering the cave's floor. Some of the items were still in good shape, so Amli had the crew members cart them back to the ship while she delved deeper into the cave.

Amli wrote:

Hand: Blessing of Besmara, Banner, Mattock, Wolfhide Armor, Longspear, ,

Displayed: Kikko Armor, , , , , ,
Deck: 5 Discard: 4 Buried: 0
"Notes: -Next time someone encounters a monster, Amli will display Banner. It will give +1 to all combat checks by everyone until someone fails a combat check.
-If you can avoid using Amli's blessing so that she can explore twice on her turn."

Skills and Powers:
SKILLS

Strength d8 +
Dexterity d4 +
- Melee: Strength +2
Constitution d10 +
Intelligence d4 +
- Craft: Constitution +1
Wisdom d10 +
- Divine: Wisdom +1
Charisma d6 +

Favored Card: Weapon
Hand Size: 4
Proficient With: Light Armors Weapons

POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (~ 2) to that check. Before you reset your hand (~ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (~ or card of a type of your choice) from their discard pile.


Deck Handler (custom). Sorcerer + UM.

During Seoni/Morbus Iff turn 15, under the Blessing of the Gods:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Explore (1), Riptide Cove A Card 1:

Boarding Pike:
Weapon B; Polearm, Melee, Piercing, 2-Handed, Basic
Check to Acquire: Strength Melee 6
(1:) For your combat check, reveal this card to use your Strength or Melee skill + 1d8. 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.

Check to Acquire Boarding Pike, Strength 6: 1d4 ⇒ 4: Failure.
Boarding Pike is banished.

Discard Blessing of the Gods (1) to explore again.
Explore (2), Riptide Cove A Card 2:

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

Check to Acquire Chain Mail, Constitution 3: 1d6 ⇒ 5: Success.
Check to Acquire Chain Mail, Constitution 3: 1d6 ⇒ 4: Success.
Chain Mail is acquired.

End Your Turn: Reset Your Hand, draw 0.

Morbus > PACG > Seoni 2 wrote:

Hand: Caltrops, Spellbook, Fire Snake, Blessing of the Spellbound (2), Chain Mail (A), Bracers of Protection,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes:
Sideboard:

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

Traits: Female, Human, Sorcerer

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

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

Season of Tapestry's Tides:
(Seized Ships:) At the start of a scenario, you may cross off a ship you have seized (5-1A: Wormwood, ...) to use that ship instead of the Feathered Devil.
(5-1A Scenario Reward:) For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.

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


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

Flip- Blessing of Milani

SOT- reveal Zae to recharge Appleslayer

Radovan moves to the Beach.

While searching, a Riptide Grindylow attacks the tiefling. Radovan connects with a haymaker knocking out the goblin. Radovan notices it had Damiel's boomerang. Combat 11: 2d8 + 2d4 ⇒ (6, 5) + (3, 1) = 15 Discard Blessing of the Ancients for additional die.

Henchman is defeated. Radovan buries his Benevolent Buckler to close. no Items in discard.

Reset Hand- End Turn

Summary
Location = Beach - Closed.
Acquired =
Banished = 1: Riptide Grindylow
Examined =
From Box =
Displayed =

plunder =
Give =
Used =

Other = Boomerang - Damiel returned

Radovan wrote:

Hand: Rapier, Blessing of the Samurai, Amadi, Zae, Theives' Tools,

Displayed: Quang- ,
Deck: 12 Discard: 1 Buried: 1
Notes: T-shirt Re-roll: Available ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


Korundo Deck Handler

Under the Blessing of the Gods

Start of turn things
Leryn will examine the top the location deck Valid are 1,2,3,4,5,7,9,10
Top card 1,2,3,4,5,7,9,10: 1d8 ⇒ 7 Sea Caves card 9 Wooden Shield
Korundo has to do a Con check 6 or bury a card due to location
Constitution 6: 1d10 ⇒ 7 Success
Korundo will choose to change power feat to 5 cards to allow him more choices.

Move
Korundo will move to Riptide Cove C.

Explore
Korundo will explore the top deck of Riptide Cove C to find Potion of Fortitude which needs an intelligence check of 4 to succeed.
Intelligence 4: 1d4 ⇒ 4 Success and reroll
Intelligence 4: 1d4 ⇒ 2 Banish Potion of Fortitude

End of turn
Leryn will examine the top two cards of the location deck to find
Riptide Cove C Card 2 - Siren Caller

Spoiler:
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.

Riptide Cove C Card 3 - Pirate Captain
Spoiler:
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.

Reset hand to draw Leryn and Fox.

Display Leryn at beginning of Damiel's turn.

"

Korundo wrote:

Hand: Blessing of the Elements, Snow Leopard, Frilled Lizard, Fox,

Displayed: Leryn,
Deck: 11 Discard: 1 Buried: 0
Notes: current power feat activated: 1d4 for checks that invoke the animal trait. Blessing available if needed, Snow Leopard adds 1d4 to any combat check so use as needed.

Sideboard cards:

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

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

Proficient with: Light Armors □Heavy Armors Weapons

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

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


Upkeep

Top card of Sea Caves is Wooden shield (card 9)
Korundo has moved to Riptide location C.
Top two cards of Riptide C is Siren and Pirate Captain.


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)

Correction- Returned boon was Greatsword - Amli

Dark Archive

Deck handler link

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

Blessing = 18/Blessing of the Gods

Start of Turn
At: Riptide Cove B
Give: No
Move: Riptide Cove E

Free Explore = 2: Riptide Grindylow, Henchman 1, Aquatic, To Defeat: Combat 11
Reveal Galvanic Chakram +1 1d12+1+1d8+1, Alchemical discard(Acid Flask) +1d10
Combat 11: 1d12 + 1 + 1d8 + 1 + 1d10 ⇒ (4) + 1 + (1) + 1 + (9) = 16 - Banished

Attempt to close, summon Riptide Grindylow, Henchman 1, Aquatic, To Defeat: Combat 11
Reveal Galvanic Chakram +1 1d12+1+1d8+1, Blessing of the Quartermaster 2 +1d12
Combat 11: 1d12 + 1 + 1d8 + 1 + 1d12 ⇒ (4) + 1 + (3) + 1 + (4) = 13 - Location closed

Boons remaining
4: Whip, Weapon B
6: Carver, Ally B
7: Wooden Armor, Armor C

Stolen Cards Recovered
Call Potion - Damiel
Cure - Amli
No more remaining Stolen cards :-)

End of Turn
Draw up Boomerang, Bladeguard

Summary
Location = Riptide Cove E - Closed. Boons need shuffle
Acquired =
Banished = 2: Riptide Grindylow
Examined = 4: Whip, 6: Carver, 7: Wooden Armor

From Box =
Displayed =

plunder =
Give =
Used =

Other = Cure - Amli recovered

Damiel wrote:

Hand: Galvanic Chakram +1, Blessing of the Quartermaster, Acid Flask, Boomerang, Bladeguard, ,

Displayed: , , , , , ,
Deck: 5 Discard: 6 Buried: 1
"Notes: BoQuartermaster: +1d all checks. Recharges on non combat. Prefer to use on that.
Bladeguard = Allow a character at same location to get weapon or armor from discard pile"

Skills and Powers:
SKILLS

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

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

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

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


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

UPKEEP
As mentioned in my notes, Amli displayed Banner as soon as Radovan encountered a monster during his turn. Everyone is getting +1 to all their Combat checks, until one of us fails one.

Also, there was some confusion about what card Leryn examined at the top of Sea Caves, since cards 6 and 8 were excluded from Korundo's list, and cards 7 and 9 were included despite them having been acquired by Amli. The result of 7 in a d8, if the list had been correct, would have corresponded to card #8, so we'll go ahead under that assumption.

Amli begins her turn under blessing of the Gods (Blessing #19).

At the start of her turn, Amli resolves the location power.

Scenario Effect, Fortitude 6: 1d10 + 2 ⇒ (1) + 2 = 3

Amli buries her Mattock. Then, she explores to encounter Card 8: Blessing of Besmara. She will try to acquire it.

CtA Divine 5: 1d10 + 1 ⇒ (10) + 1 = 11

Acquired! I discard it to explore again and encounter...

Random Card to encounter (1,2,3,4,5,6,10): 1d7 ⇒ 1

Illusory Wall. I will recharge Damiel's Blessing of the Quartermaster to add a die.

CtD Wisdom 7: 2d10 ⇒ (1, 10) = 11

Defeated! I get to examine the next card of the location...

Random top card on Sea Caves (2,3,4,5,6,10): 1d6 ⇒ 3

Sailor, an ally C. Not the villain or particularly exciting so Sailor (Card #4) is moved to the bottom of Sea Caves, per Illusory Wall's power..

Amli will hold on to her other Blessing for next turn. She will end her turn and reset her hand.

The sea caves were doing something to Amli. She felt as if her breath escaped her. She had to stop for a while to rest. She was lucky enough to find a small shrine to Besmara that seemed to be relatively peaceful.

She then noticed a weird looking wall. It felt as if it wasn't...real? Surely enough, she reached in and her hand went straight through the wall. A shortcut, perhaps? She would have to investigate after she regained her strength.

Amli wrote:

Hand: Blessing of Besmara, Blessing of the Gods 3, Blessing of the Gods 2, Wolfhide Armor, Longspear, ,

Displayed: Kikko Armor, Banner, , , , ,
Deck: 5 Discard: 5 Buried: 1
"Notes:
-REMEMBER! Everyone gets +1 to all their Combat checks until one of us fails a Combat check.
-Amli can user her Blessings to boost people's checks where a weapon or armor is used at her location (adds 1 per each Blessing displayed)
-Use all but 1 of Amli's blessings if you need them to close or when fighting against the villain"

Skills and Powers:
SKILLS

Strength d8 +
Dexterity d4 +
- Melee: Strength +2
Constitution d10 +
Intelligence d4 +
- Craft: Constitution +1
Wisdom d10 +
- Divine: Wisdom +1
Charisma d6 +

Favored Card: Weapon
Hand Size: 4
Proficient With: Light Armors Weapons

POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (~ 2) to that check. Before you reset your hand (~ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (~ or card of a type of your choice) from their discard pile.

Dark Archive

Deck handler link

Damiel - Out of turn update

recharge Blessing of the Quartermaster for Amli

Damiel wrote:

Hand: Galvanic Chakram +1, , Acid Flask, Boomerang, Bladeguard, ,

Displayed: , , , , , ,
Deck: 7 Discard: 6 Buried: 1
Notes: Bladeguard = Allow a character at same location to get weapon or armor from discard pile

Skills and Powers:
SKILLS

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

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

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

Paizo Reroll USED
Play Mat Card Draw AVAILABLE


Deck Handler (custom). Sorcerer + UM.

During Seoni/Morbus Iff turn 20, under the Blessing of Pharasma:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Explore (1), Riptide Cove A Card 3:

Giant Moray Eel:
Monster 1; Animal, Aquatic, Basic
Check to Defeat: Combat 10
(1:) All damage from the Giant Moray Eel is Electricity damage.
(2:) If undefeated, reset your hand and end your turn.

Discard Caltrops to use character power 1 for my combat check, + 1 from Amli/Akaitora's Banner.
Check to Defeat Giant Moray Eel, Combat 10: 1d12 + 1 + 2 + 1d6 + 1 ⇒ (4) + 1 + 2 + (3) + 1 = 11: Success.
Giant Moray Eel is banished.

End Your Turn: Reset Your Hand, draw 1: Lightning Touch.

Morbus > PACG > Seoni 2 wrote:

Hand: Lightning Touch, Spellbook, Fire Snake, Blessing of the Spellbound (2), Chain Mail (A), Bracers of Protection,

Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes:
Sideboard:

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

Traits: Female, Human, Sorcerer

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

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

Season of Tapestry's Tides:
(Seized Ships:) At the start of a scenario, you may cross off a ship you have seized (5-1A: Wormwood, ...) to use that ship instead of the Feathered Devil.
(5-1A Scenario Reward:) For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.

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

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