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

Flip- Blessing of Erastil

Radovan convinces a Bermaran Priest to join the crew. Diplomacy 6: 1d8 + 2 ⇒ (6) + 2 = 8 Discard Besmaran Priest to explore

Radovan feels a dark presence hovering near him. Acrobatics 9+1: 1d8 + 3 ⇒ (1) + 3 = 4 Fail ambush- next monster is card #3 Pirate Shade Haunt

Wisdom 8 to close: 3d6 - 1 ⇒ (4, 4, 4) - 1 = 11 Using Seoni's and Amli's Blessing of the Gods. 4 remaining monsters=4 damage; Blood Periapt for 3 damage Fort 6 recharge: 1d8 + 2 - 1 ⇒ (4) + 2 - 1 = 5, Kama for last point of damage. Displaying Marine next to Quang.

EOT add monster to scar bay#: 1d5 ⇒ 5

Summary
Location = Scar Bay E
Acquired = 1: Besmaran Priest;
Banished = 2: Ambush
Examined =
Move =

From Box = Monster #1- Marine
Displayed = 3:Pirate Shade Haunt; Marine next to Quang

plunder =
Give =
Used = Amli's and Seoni's Blessing of the Gods

Other = Scar Bay E closed; random monster added to Scar Bay E

Radovan wrote:

Hand: Blessing of the Ancients, Amadi, Surgeon, Appleslayer, Short Sword +1,

Displayed: Quang- Marine (c), Norge-, Pirate Shade Haunt,
Deck: 9 Discard: 3 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 ([x] 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.
"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 Blessing of Achaekek

Korundo will choose the power feat 1d4 to checks that invoke animal trait.
Leryn is lazy and chooses not to explore

Move
Scar Bay D

Explore
Encounter Sea Drake
BYA Dex check 6. Dexterity 6: 1d6 ⇒ 3 Fail
1d4 electricity damage Damage: 1d4 ⇒ 4 Bury Crocodile Skin armor to reduceelectricity combat damage by 4

Reveal Dimorphodon to use Survial+1d6 and add animal and melee traits. Add 1d4 for invoking the animal trait. Recharge Snow Leopard to add 1d4.
Survival 14: 1d8 + 3 + 1d6 + 1d4 + 1d4 ⇒ (7) + 3 + (6) + (4) + (3) = 23 Success

Discard Desna's Star for Structural damage.

Second Explore
Discard Blessing of the Ancients 2 to examine the top card of the deck. Korundo finds a new Dolphin friend. Must succeed at an Survival 8.
Survival 8: 1d8 + 3 ⇒ (7) + 3 = 10 Success Random monster shuffled into Scar Deck A.

Third Explore
Discard Dimorphodon to encounter Merfolk. Reveal Dolphin to use Survial+1d6 and add animal and melee traits. Add 1d4 for invoking the animal trait.

Survival 8: 1d8 + 3 + 1d6 + 1d4 ⇒ (3) + 3 + (4) + (3) = 13 Success - banish Merfok

End of Turn
Leryn will examine the top 2 cards of the location deck to find Goblin Lockpick and Swamp Ghoul.

Shuffle a random monster into a deck Random deck: 1d5 ⇒ 1

Drawing up to get Leryn, Bloodscent, Compass, and animal call.

At the beginning of Damiel's turn[\b]
Leryn will be displayed.
Animal Call will be discarded to put Bat into my hand.

"

Korundo wrote:

[b]Hand: AC Dolphin, Bloodscent, Compass, Bat,

Displayed: Leryn,
Deck: 8 Discard: 4 Buried: 1
Notes: current power feat activated: 1d4 on checks that invoke animal trait. Save Snow Leopard or Diomorphodon for me to use my atack ability.

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 is at Scar Bay D.
Cards 1 banished, Card 2 aquired, card 3 banished
Card 4 and 5 revealed by Leryn
Random monster shuffled into Scar Bay A.

Dark Archive

Deck handler link

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

Blessing = Turn 18 / Blessing of Cayden Cailean

Start of Turn
At: Scar Bay E
Give: No
Move: Scar Bay D

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

Free Explore = 4: Goblin Lockpick, Item P, Tool Alchemical, Craft 6
Craft 6: 1d10 + 3 ⇒ (4) + 3 = 7 - Acquired

Recharge Anesthetizing Slime explore = 5: Swamp Ghoul, To Defeat: Combat 11

Spoiler:
Monster B
Traits: Undead Ghoul Aquatic Elite
To Defeat: Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.

Recharge Aklys 1d12+1+2d4
Combat 11: 1d12 + 1 + 2d4 ⇒ (9) + 1 + (1, 4) = 15 - Defeated

End of Turn
Random Monster to Scar Bar: 1d5 ⇒ 4
Reveal Blue Star Hand Size +1
Draw up Blessing of the Quartermaster 3, Blessing of the Quartermaster, Alchemy Lab

Start of Amli's Turn
Bury Alchemy Lab draw first alchemical item ( Tot Flask)
Item 1: Archer's Bracers
Item 2: Emerald of Dexterity
Item 3: Amulet of Life
Item 4: Conch Shell
Item 5: Tot Flask, Item B, Traits: Object Alchemical

Recharge Craft 9: 1d10 + 3 ⇒ (10) + 3 = 13 Recharge Tot Flask, fetch Acid Flask

Summary
Location = Scar Bay D Needs to be shuffled. +1 Random Monster
Acquired = 4: Goblin Lockpick
Banished = 5: Swamp Ghoul
Examined =
Move =

From Box = Items 1-5 all pulled. 5: Tot Flask acquired
Displayed =

plunder =
Give =
Used =

Other = Cure (Korundo) 2

Other = Cure (Korundo) 2, Random Monster to Scar Bar D

Location Tracking Sheet

Damiel wrote:

Hand: Laboratory Coat, ac Goblin Lockpick, Blue Star, Blessing of the Quartermaster 3, Blessing of the Quartermaster, Acid Flask,

Displayed: , , , , , ,
Deck: 11 Discard: 0 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 ([X] or your Strength, Dexterity, or Constitution non-combat check).

[ ][ ][ ][ ] 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.
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE


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

Starting Amli's turn under Blessing of Sivanah.

Amli will move to Scar Bay D and explore. Since a monster was shuffled into it, she will encounter a random card. The monster is Card #11.

Random Card to encounter: 1d6 + 5 ⇒ (5) + 5 = 10

Amli encounters Saltwater Ogre. She will reveal her Longspear to use her Melee + 1d8. She will additionally display her Blessing of Cayden Cailean to add +1 to her check, and discard her Blessing of Besmara to add a die.

CtD Combat, 14: 3d8 + 3 + 1 ⇒ (8, 1, 3) + 3 + 1 = 16

Defeated! But it took all Amli had to explore, so she must end her turn.

At the end of the turn, a random scar bay location has a monster shuffled in it.

Scenario Effect, random Scar Bay location: 1d5 ⇒ 1

Scar Bay A has a monster added and must be shuffled.

Then, Amli resets her hand. Before doing so, she retrieves her Blessing of Cayden Cailean from her display area back into her hand.

Amli wrote:

Hand: Blessing of Cayden Cailean, Cure, Camel, Longspear, Strength, ,

Displayed: , , , , , ,
Deck: 9 Discard: 2 Buried: 0
"Notes: - You can display all of Amli's blessing but 1 after you reveal a weapon or armor in your check.
- You can use Amli's blessing for checks against henchman or villain, or checks to close. Ask otherwise.
- Use Strength freely to give yourself +3 to Strength checks for a turn.
"

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size: 5
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 Scar Bay locations equal to the number of characters.
At the end of your turn, shuffle a monster from the game box into a random Scar Bay location deck.
To win, close all locations.

Party Ship: Feathered Devil (Recharge allies to reduce Structural damage)

Displayed by Radovan: Pirate Shade Haunt (+1 DC on checks, or +2 DC if check has Swashbuckling trait)

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

Rewards:

5-1B: For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C: For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
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:

Botfly Swarm (Henchman)
Spoiler:
Botfly Swarm
Henchman 1
Type: Monster
Traits: Animal Swarm
To Defeat: Combat 12 OR Wisdom Survival 8
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If defeated, you may immediately attempt to close the location this henchman came from.

Skeletal Crew (Henchman)

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.

Pirate Shade Haunt (Henchman)

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.

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 (Prefers Blue over Silver)

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:

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

Dolphin (Ally B)

Spoiler:
Dolphin
Ally B
Traits: Animal Aquatic Elite
To Acquire: Wisdom Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Goblin Lockpick (Item P)

Spoiler:
Goblin Lockpick
Item P
Traits: Tool Alchemical
To Acquire: Dexterity Disable Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist

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

(BR Only)

Spoiler:

GWDHfCN3RlSm9FM8BAp7rD7OxJzYxUg4MqyPY2mEZWxPZYhqn+I4B6QACw==

Random Monsters:

Monster 1
Spoiler:
Kuru
Monster C
Traits: Human Cannibal Basic
To Defeat: Combat 10
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Monster 2

Spoiler:
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.

Monster 3

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 4

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 5

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.

Random Barriers:

Barrier 1
Spoiler:
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.

Barrier 2

Spoiler:
Treasure Map
Barrier B
Traits: Cache Basic
To Defeat: Intelligence Knowledge Wisdom Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Barrier 3

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

Barrier 4

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

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

Weapon 2

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

Weapon 3

Spoiler:
Cat-o'-Nine-Tails
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Elite
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 4

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

Weapon 5

Spoiler:
Fire Lance
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
To Acquire: Dexterity Ranged Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Random Spells:

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

Spell 2

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

Spell 3

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

Spell 4

Spoiler:
Arcane Armor
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spell 5

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.

Random Armor:

Armor 1
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 2

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

Armor 3

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

Armor 5

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

Random Items:

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

Item 2

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 3

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

Item 4

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

Item 5

Spoiler:
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.

Random Allies:

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

Ally 2

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 3

Spoiler:
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.

Ally 4

Spoiler:
Ambrose "Fishguts" Kroop
Ally 1
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 5

Spoiler:
Rosie Cusswell
Ally 1
Traits: Halfling Fighter Pirate
To Acquire: Charisma Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Random Blessings:

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

Blessing 2

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

Blessing 3

Spoiler:
Blessing of 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.

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: 5 Seoni/Morbus Iff
Top of Blessing Discard Pile:

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

Blessings Remaining: 25

Blessings Deck Cards/Turn Order:

Blessings Deck Card 6 - Turn 6 Radovan/grimsnik

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

Blessings Deck Card 7 - Turn 7 Korundo/morph147

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

Blessings Deck Card 8 - Turn 8 Damiel/Mastu Kurisu

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 9 - Turn 9 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 10 - Turn 10 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 11 - Turn 11 Radovan/grimsnik

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

Blessings Deck Card 12 - Turn 12 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 13 - Turn 13 Damiel/Mastu Kurisu

Spoiler:
Blessing of Pharasma
Blessing C
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 14 - Turn 14 Amli/Akaitora

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 15 - Turn 15 Seoni/Morbus Iff

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 16 - Turn 16 Radovan/grimsnik

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

Blessings Deck Card 17 - Turn 17 Korundo/morph147

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

Blessings Deck Card 18 - Turn 18 Damiel/Mastu 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 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 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 Cayden Cailean
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 22 Korundo/morph147

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

Blessings Deck Card 23 - Turn 23 Damiel/Mastu 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 24 - Turn 24 Amli/Akaitora

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

Blessings Deck Card 25 - Turn 25 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 26 - Turn 26 Radovan/grimsnik

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

Blessings Deck Card 27 - Turn 27 Korundo/morph147

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

Blessings Deck Card 28 - Turn 28 Damiel/Mastu 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 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 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.

Fringes of the Eye
At This Location (Open): The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Fringes of the Eye Card 1:
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.
[ooc]Location: The difficulty of checks to defeat barriers is increased by 3.
Fringes of the Eye Card 2:
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.
Fringes of the Eye Card 3:
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
Fringes of the Eye Card 4:
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.
Fringes of the Eye Card 5:
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.
Fringes of the Eye Card 6:
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.
Fringes of the Eye Card 7:
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
Fringes of the Eye Card 8:
Swab
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fringes of the Eye Card 9:
Parrot
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Fringes of the Eye Card 10:
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.
Location: The difficulty of checks to defeat barriers is increased by 3.

Scar Bay A
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 6 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Scar Bay Card A 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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card A 2:
Tiger Shark
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 11
The Tiger Shark may not be evaded.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card A 3:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card A 4:
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.
Scar Bay Card A 5:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
This reptile lunges out of the placid water with shocking speed.
Scar Bay Card A 6:
Spellmaster's Tricorne
Item 1
Traits: Accessory Magic Swashbuckling Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.
Scar Bay Card A 7:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card A 8:
Treasure Map
Barrier B
Traits: Cache Basic
To Defeat: Intelligence Knowledge Wisdom Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Scar Bay Card A 9:
Nautical Charts
Item B
Traits: Book
To Acquire: Wisdom Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Scar Bay Card A 10:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card A 11:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card A 12:
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.

Scar Bay B
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Scar Bay B Card 1:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay B Card 2:
Eye Patch
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Scar Bay B Card 3:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Scar Bay B Card 4:
Botfly Swarm
Henchman 1
Type: Monster
Traits: Animal Swarm
To Defeat: Combat 12 OR Wisdom Survival 8
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay B Card 5:
Shackles Pirate
Monster C
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay B Card 6:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay B Card 7:
Hull Damage
Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Scar Bay B 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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay B Card 9:
Man Overboard
Barrier B
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Scar Bay B Card 10:
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.

Scar Bay C
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Scar Bay C Card 1:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay C Card 2:
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.
Scar Bay C 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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay C Card 4:
Mogmurch
Ally P
Traits: Goblin Alchemist
To Acquire: Charisma Diplomacy 7 OR Ranged Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows.
Sometimes where the boom boom blows
is not my fault- that's how it goes." -Mogmurch's song

Scar Bay C Card 5:
Ambush
Barrier B
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Scar Bay C Card 6:
Bunyip
Monster B
Traits: Bunyip Aquatic Elite
To Defeat: Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal. Wherever you find large bodies of water, you might find bunyips.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay C Card 7:
Mercenary
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Scar Bay C Card 8:
Merfolk
Monster C
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay C Card 9:
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.
Scar Bay C Card 10:
Pearl of Wisdom
Item B
Traits: Object Magic
To Acquire: Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Scar Bay D
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, Damiel/Mastu Kurisu, Korundo/morph147

Scar Bay D Card 1:
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.
Scar Bay D Card 2:
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.
Scar Bay D Card 3:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay D Card 4:
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.
Scar Bay D Card 5:
Swamp Ghoul
Monster B
Traits: Undead Ghoul Aquatic Elite
To Defeat: Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.

Scar Bay E
Closed
At This Location (Closed): No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/grimsnik, Seoni/Morbus Iff
If you really need to encounter a monster here, pull it from the Random Monsters spoiler.


Deck Handler (custom). Sorcerer + UM.

During Seoni/Morbus Iff turn 5, under the Blessing of Abadar:

Move: Scar Bay D.

Explore (1), Scar Bay D Card 1:

Lookout Duty:
Barrier B; Task, Veteran
Check to Defeat: Wisdom Perception 6
(1:) The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
(2:) 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.
(3:) 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.

Discard Fire Snake for my non-combat check.
Check to Defeat Lookout Duty, Wisdom 6 + 1: 1d12 + 1 + 2 ⇒ (7) + 1 + 2 = 10: Success.
Lookout Duty is defeated and banished. Top card of Scar Bay D is barrier Man Overboard.
Attempt to recharge Fire Snake, Arcane 8: 1d12 + 1 + 2 ⇒ (7) + 1 + 2 = 10: Success.

Reveal Surgeon to choose myself, shuffle my single discard into my deck, and recharge Surgeon.
End Your Turn: Reset Your Hand, draw 3: Blessing of Pharasma (1), Force Missile, Blessing of the Spellbound (2).
Random monster to must-shuffle Scar Bay #: 1d5 ⇒ 1: Scar Bay A.

Seoni wrote:

Hand: Blessing of Pharasma (1), Force Missile, Chronicler, Wand of Detect Magic, Sphere of Fire, Blessing of the Spellbound (2),

Displayed:
Deck: 10 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.
(5-1B Scenario Reward:) For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
(5-1C Scenario Reward:) For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

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 Achaekek

Radovan heads to Scar Bay D.

Dex 7+1: 2d8 + 1 ⇒ (1, 2) + 1 = 4 Discard Blessing of the Ancients for additional die Random Character in Character Alphabetical Order: 1d5 ⇒ 4 Radovan

Recharging Surgeon to Random Card of Radovan's discard to shuffle back in: 1d4 ⇒ 1 Besmaran Priest

Discarding Appleslayer to Move to Scar Bay C- Examine top card- Pirate Shade Haunt, encountering henchman.

Scar Bay C Close Wisdom 8+2: 4d6 ⇒ (4, 4, 1, 2) = 11 Recharging one of Damiel's Blessing of the Quartermaster, Banishing Marine from Quang for 1d6

Re-roll the 1: 1d6 + 8 ⇒ (5) + 8 = 13 Success Discard Amadi and Short Sword +1 for Damage

EOT monster: 1d5 ⇒ 2 Scar Bay B

Summary
Location Scar Bay C- now closed
Used one of Damiel's Blessing of the Quartermaster
Displayed on Radovan- Pirate Shade Haunt X2, Man Overboard
Random Monster went to Scar Bay B

Radovan wrote:

Hand: Besmaran Priest, Thieves' Tools, Zae, Rapier, Blessing of the Elements,

Displayed: Quang- , Norge-, Pirate Shade Haunt X2, Man Overboard,
Deck: 6 Discard: 6 Buried: 0
Notes: T-shirt Re-roll: Used ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [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 ([x] 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.
"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)

Closing Scar Bay C- 4 monsters=4 damage but only had two cards (Amadi and Short Sword +) in hand.


Korundo Deck Handler

During Damiels turn heal 2

Under Blessing of Abadar

Start of turn
Korundo keeps the same power.
Leryn examines the top of the location deck to find Man Overboard which Korundo is seriously at a disadvantage to fight.

Move
Korundo can not handle Man Overboard so he will move to Scar Bay B to start clearing this out.

First Explore
Since a random monster has been added will roll a d11, on 11 will be the random monster.
Card: 1d11 ⇒ 11 Encounter Random monster 1: Kuru

Spoiler:

Monster C
Traits: Human Cannibal Basic
To Defeat: Combat 10
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Reveal AC Dolphin to use Survival+1d6 and add animal and melee trait. Add a 1d4 since I am using the animal trait.
Combat 10: 1d8 + 3 + 1d6 + 1d4 ⇒ (6) + 3 + (4) + (3) = 16 Defeated Banish Random Monster 1 Kuru

Second Explore
Discard Compass to explore again. Card: 1d10 ⇒ 6 Comozant Wyrd

Spoiler:
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.

Reveal AC Dolphin to use Survival+1d6 and add animal and melee trait. Add a 1d4 since I am using the animal trait.
Combat 10: 1d8 + 3 + 1d6 + 1d4 ⇒ (6) + 3 + (6) + (3) = 18 Check didnt have the magic trait so is undefeated so reshuffled back into the deck.

Third Explore
Discard Bat to explore again Ranged and survival checks this exploration have 1d4 added to it
Card: 1d10 ⇒ 8 Encounter 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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.

BYA Divine 8: 1d8 + 4 ⇒ (8) + 4 = 12

Reveal AC Dolphin to use Survival+1d6 and add animal and melee trait. Add a 1d4 since I am using the animal trait.
Combat 10: 1d8 + 3 + 1d6 + 1d4 ⇒ (3) + 3 + (4) + (2) = 12 Success. Banish Card 8 Sea Hag

End of Turn
EOT Monster Location: 1d5 ⇒ 3 Add 1 random monster to Scar Bay C

Leryn will examine the top two cards of the deck to find
Card: 1d9 ⇒ 5 Card 5 Shackles Pirate

Spoiler:
Monster C
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.

Card: 1d8 ⇒ 7 Card 9 Man Overboard
Spoiler:
Barrier B
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Reset hand

"

Korundo wrote:

Hand: AC Dolphin, Bloodscent, Wendifisa Spear, Blessing of the Ancients 1,

Displayed: Leryn,
Deck: 8 Discard: 4 Buried: 1
Notes: current power feat activated: 1d4 on checks that invoke animal trait. Save Snow Leopard or Diomorphodon for me to use my atack ability.

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 scar bay B.
Card 8 banished. Random Monster 1 defeated. Scar Bay B still shuffled.
1 random monster added to Scar Bay C
Top 2 cards of Scar Bay B is Shackles Pirate and Man Overboard
Display Leryn as soon as Damiel's turn starts.

Dark Archive

Deck handler link

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

Blessing = Turn 8 / Blessing of Abadar

Start of Turn
At: Scar Bay D
Give: No
Move: No

Free Explore = 3: Skeletal Crew, Henchman 1, Veteran: Combat 10 (8+2)

Spoiler:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.

@Everyone - 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.

Remainder of turn:

3: Skeletal Crew, Henchman 1, Veteran: Combat 10 (8+2)
Recharge Acid Flask 1d12+1+2d6
Combat 10: 1d12 + 1 + 2d6 ⇒ (12) + 1 + (5, 5) = 23 - Banished

Scar Bay D.Attempt to Close = Wisdom 8
Wisdom 1d6, recharge Blessing of the Quartermaster 3 +1d6
Wisdom 8: 1d6 + 1d6 ⇒ (6) + (2) = 8 - Location Closed
Location.Before Closing combat damage 1 - Reveal Laboratory Coat -1 to 0

End of Turn
Random Monster to Scar Bar: 1d5 ⇒ 3 - Scar Bay C
Reveal Blue Star Hand Size +1
Assuming Blessing of the Quartermaster not used. If used will draw extra card
Draw up Potion of Healing, Galvanic Chakram +1

Summary
Location = Scar Bay D - CLOSED
Acquired =
Banished = 3: Skeletal Crew
Examined =
Move =

From Box =
Displayed =

plunder =
Give =
Used =

Other = @Everyone - 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.
Random Monster to Scar Bar C

Location Tracking Sheet

Damiel wrote:

Hand: Laboratory Coat, ac Goblin Lockpick, Blue Star, Blessing of the Quartermaster, Potion of Healing, Galvanic Chakram +1,

Displayed: , , , , , ,
Deck: 11 Discard: 0 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 ([X] or your Strength, Dexterity, or Constitution non-combat check).

[ ][ ][ ][ ] 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.
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE


Deck Handler (custom). Sorcerer + UM.

During Damiel/Matsu Kurisu turn 8, under the Blessing of Abadar:

Discard Force Missile for combat check.
Check to Defeat BYA Skeletal Crew, Combat 8 + 2: 1d12 + 1 + 2 + 2d4 ⇒ (11) + 1 + 2 + (1, 2) = 17: Success.
Recharge Force Missile, Arcane 6: 1d12 + 1 + 2 ⇒ (5) + 1 + 2 = 8: Recharged.

Seoni wrote:

Hand: Blessing of Pharasma (1), Chronicler, Wand of Detect Magic, Sphere of Fire, Blessing of the Spellbound (2),

Displayed:
Deck: 11 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.
(5-1B Scenario Reward:) For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
(5-1C Scenario Reward:) For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

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 ֍ Looking for: Weapon > Armor > Spell

During Damie's turn, Amli resolves the Skeletal Crew's BYA.

Amli will display Strength to add +3 to her Strength checks this turn. She will also reveal her Longspear to use her Melee + 1d8.

CtD Combat, Melee 12: 2d8 + 6 ⇒ (5, 7) + 6 = 18

At the end of Damiel's turn, Amli attempts to recharge Strength.

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

Amli wrote:

Hand: Blessing of Cayden Cailean, Cure, Camel, Longspear, , ,

Displayed: , , , , , ,
Deck: 10 Discard: 2 Buried: 0
"Notes: - You can display all of Amli's blessing but 1 after you reveal a weapon or armor in your check.
- You can use Amli's blessing for checks against henchman or villain, or checks to close. Ask otherwise.
- Use Strength freely to give yourself +3 to Strength checks for a turn.
"

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size: 5
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

Reveal AC Dolphin to use Survival+1d6 and add animal and melee trait. Add a 1d4 since I am using the animal trait.

Combat 10: 1d8 + 3 + 1d6 + 1d4 ⇒ (8) + 3 + (2) + (4) = 17 Success


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)

Combat 10: 2d8 - 2 + 2d4 ⇒ (6, 8) - 2 + (3, 4) = 19 Reveal Rapier for +2d4, discard Blessing of the Elements for +1d8, -2 for pirate shade haunts

Radovan wrote:

Hand: Besmaran Priest, Thieves' Tools, Zae, Rapier,

Displayed: Quang- , Norge-, Pirate Shade Haunt X2, Man Overboard,
Deck: 6 Discard: 7 Buried: 0
Notes: T-shirt Re-roll: Used ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [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 ([x] 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.
"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

Starting Amli's turn (Turn 9) under Blessing of the Gods.

Amli will move to Scar Bay B.

Amli will explore to encounter Scar Bay Card 5: Shackles Pirate (which had been examined by Korundo using Leryn during his turn and determined to be the top card).

Amli will reveal her longspear and display her Blessing of Cayden Cailean to add 1 to her Combat check.

CtD Combat, Melee 11: 1d8 + 1d8 + 3 + 1 ⇒ (7) + (2) + 3 + 1 = 13

Since the next card of Scar Bay B is Card 9: Man overboard, per Leryn's examine during Korundo's turn, Amli will not explore.

Amli ends her turn and resets her hand. When she does, she retrieves Blessing of Cayden Cailean from her display area into her hand.

Amli wrote:

Hand: Blessing of Cayden Cailean, Cure, Camel, Longspear, Hammer, ,

Displayed: , , , , , ,
Deck: 9 Discard: 2 Buried: 0
"Notes: - You can display all of Amli's blessing but 1 after you reveal a weapon or armor in your check.
- You can use Amli's blessing for checks against henchman or villain, or checks to close. Ask otherwise.
- Radovan can use Blessing of Cayden Cailean for his check against Man Overboard, and Cure to heal himself (without asking)
"

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size: 5
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

Amli’s Random monster check.

location : 1d5 ⇒ 2 Random monster added to scar bay B. ( scar bay B is now shuffled).


Deck Handler (custom). Sorcerer + UM.

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

Move: Scar Bay B.
EOT 6: Scar Bay B, shuffled, with 1,2,3,4,5,6,7,8,9,10,RM.
EOT 7: Scar Bay B, known top card 9, with 1,2,3,4,5,6,7,9,10 cards.
EOT 9: Scar Bay B, shuffled, with 1,2,3,4,6,7,9,10,RM.

Random card from shuffled Scar Bay B: 1,2,3,4,6,7,9,10,RM: 1d9 ⇒ 8: Card 10.
Explore (1), Scar Bay B Card 10:

Master Gunner:
Ally B; Human, Pirate, Basic
Check to Acquire: Charisma Diplomacy 8
(1:) 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.
(2:) Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Check to Acquire Master Gunner, Charisma 8: 1d12 + 1 ⇒ (1) + 1 = 2: Failure.
Pffffffff. Master Gunner is banished.

Bury Wand of Detect Magic to examine the top card of this location.
Random card from shuffled Scar Bay B: 1,2,3,4,6,7,9,RM: 1d8 ⇒ 8: Random Monster -> (BR list RM2) -> Siren Caller.
Recharge Wand of Detect Magic, Arcane 6: 1d12 + 1 + 2 ⇒ (6) + 1 + 2 = 9: Success.

I've no non-combat or Wisdom checks at the moment, so ending my turn here.
End Your Turn: Reset Your Hand, draw 2: Bracers of Protection, Blessing of the Gods (2).

Remaining cards in Scar Bay B are: 1,2,3,4,6,7,9,RM. Top card is random monster Siren Caller.

Random monster to must-shuffle Scar Bay #: 1d5 ⇒ 4: Scar Bay D.

Seoni wrote:

Hand: Blessing of Pharasma (1), Bracers of Protection, Chronicler, Blessing of the Gods (2), Sphere of Fire, Blessing of the Spellbound (2),

Displayed:
Deck: 10 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.
(5-1B Scenario Reward:) For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
(5-1C Scenario Reward:) For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

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)

Man Over Board for Korundo's turn Fort 7: 1d8 + 2 - 2 ⇒ (7) + 2 - 2 = 7 -2 for haunts. Success

Flip- Blessing of Achaekek

Start of turn reveal Zae to recharge Appleslayer

Radovan moves to Scar Bay B.

Radovan will forgo exploring as the top card is Siren Caller.

EOT random Scar Bay for random monster: 1d5 ⇒ 4 Scar Bay D

Radovan wrote:

Hand: Besmaran Priest, Thieves' Tools, Zae, Rapier, Arnisant,

Displayed: Quang- , Norge-, Pirate Shade Haunt X2, Man Overboard,
Deck: 6 Discard: 6 Buried: 0
Notes: T-shirt Re-roll: Used ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [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 ([x] 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.
"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
Korundo will keep the same power feat.
Leryn will examine to see the Siren Caller

First Explore
Korundo will encounter the Siren Caller. Korundo will need to succeed at a wisdom 9 check. Will recharge Damiels Blessing of the Quartermaster and Korundo's Blessing of the Ancients to add 2 die to the check

Wisdom 9: 1d8 + 1 + 1d8 + 1d8 ⇒ (2) + 1 + (3) + (6) = 12

Second Explore
Korundo will discard Dolphin to explore again
Random card from shuffled Scar Bay B: 1,2,3,4,6,7,9: 1d7 ⇒ 1Encounter Bloodbug. Need to succeed at a combat 9.
Korundo will reveal Wendifisa Spear to use Survival skill+ 1d12+1. Since Bloodbug has the animal trait, Korundo will get to add a 1d4 to the check. To cycle hand, Korundo will play out bloodscent to add 1d10 to his survival check.
combat 9: 1d8 + 3 + 1d12 + 1 + 1d4 + 1d10 ⇒ (1) + 3 + (2) + 1 + (1) + (7) = 15 Success - banish bloodbug
Recharge Bloodscent Divine 8: 1d8 + 4 ⇒ (1) + 4 = 5 Fail

End of Turn

Random monster to must-shuffle Scar Bay #:: 1d5 ⇒ 4 Random monster to scar bay D
Place Leryn on top of the deck to examine the top 2 cards of scar bay B.
2,3,4,6,7,9: 1d6 ⇒ 1 Card 2 - Eye Patch
3,4,6,7,9: 1d5 ⇒ 1 Card 3 - Potion of Healing

Reset hand.
"

Korundo wrote:

Hand: Blessing of the Elements, Blessing of the Ancients 2, Wendifisa Spear, Call Animal,

Displayed: Leryn,
Deck: 6 Discard: 6 Buried: 1
Notes: current power feat activated: 1d4 on checks that invoke animal trait. Save Blessings for henchmen or villians

Sideboard cards:

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

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

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

Random monster shuffled into Scar Bay D.
Cards left in Scar bay B - 2,3,4,6,7,9
Card 2 - Eye Patch is on top of Scar Bay B
Card 3 - Potion of Healing second card Scar Bay B.
Damiel blessing of the Quartermaster has been recharged
Leryn is displayed as soon as possible.

Dark Archive

Deck handler link

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

Damiel blessing of the Quartermaster has been recharged

Blessing = Turn 8 / Blessing of Abadar

Start of Turn
At: Scar Bay D
Give: No
Move: No

Recharge Potion of Healing (Radovan) heal: 1d4 ⇒ 4

Free Explore = 2: Eye Patch, Item B: Dexterity 5
Dexterirty 5: 1d12 + 1 ⇒ (10) + 1 = 11 - acquired

End of Turn
Random Monster to Scar Bar: 1d5 ⇒ 1 - Scar Bay D
Reveal Blue Star Hand Size +1
Draw up Blessing of the Quartermaster 2

Summary
Location = Scar Bay B {3 - Potion of Healing // {4,6,7,9,RM Random}}
Acquired = 2: Eye Patch
Banished =
Examined =
Move =

From Box =
Displayed =

plunder =
Give =
Used =

Other = Radovan healed for 4

Location Tracking Sheet

Damiel wrote:

Hand: Laboratory Coat, ac Goblin Lockpick, Blue Star, ac Eye Patch, Galvanic Chakram +1, Blessing of the Quartermaster 2,

Displayed: , , , , , ,
Deck: 12 Discard: 0 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 ([X] or your Strength, Dexterity, or Constitution non-combat check).

[ ][ ][ ][ ] 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.
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE

Dark Archive

Deck handler link

Edit above. Damiel moved to Scar Bay B


During This Adventure: Your ship is Feathered Devil.

During This Scenario: When building location decks, build a number of Scar Bay locations equal to the number of characters.
At the end of your turn, shuffle a monster from the game box into a random Scar Bay location deck.
To win, close all locations.

Party Ship: Feathered Devil (Recharge allies to reduce Structural damage)

Displayed by Radovan: 2x Pirate Shade Haunt (+2 DC on checks, or +4 DC if check has Swashbuckling trait)

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

Rewards:

5-1B: For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C: For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
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:

Botfly Swarm (Henchman)
Spoiler:
Botfly Swarm
Henchman 1
Type: Monster
Traits: Animal Swarm
To Defeat: Combat 12 OR Wisdom Survival 8
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If defeated, you may immediately attempt to close the location this henchman came from.

Skeletal Crew (Henchman)

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.

Pirate Shade Haunt (Henchman)

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.

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 (Prefers Blue over Silver)

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:

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

Dolphin (Ally B)

Spoiler:
Dolphin
Ally B
Traits: Animal Aquatic Elite
To Acquire: Wisdom Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Eye Patch (Item B)

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

Goblin Lockpick (Item P)

Spoiler:
Goblin Lockpick
Item P
Traits: Tool Alchemical
To Acquire: Dexterity Disable Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist

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

(BR Only)

Spoiler:

GWDHfCN3RlSm9FM8BAp7rD7OxJzYxUg4MqyPY2mEZWxPZYhqn+I4B6QACw==

Random Monsters:

Monster 1
Spoiler:
Sea Drake
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.

Monster 2

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

Monster 3

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

Monster 4

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 5

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.

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:
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.

Barrier 3

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

Barrier 4

Spoiler:
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 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:
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 3

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

Weapon 4

Spoiler:
Pistol
Weapon B
Traits: Firearm Ranged Piercing Swashbuckling Basic
To Acquire: Dexterity Ranged Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Weapon 5

Spoiler:
Boarding Axe
Weapon C
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.

Random Spells:

Spell 1
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 2

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

Spell 3

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

Spell 4

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

Spell 5

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

Armor 2

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 3

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

Armor 4

Spoiler:
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.

Armor 5

Spoiler:
Magic Wooden Armor
Armor 1
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Random Items:

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

Item 2

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

Item 3

Spoiler:
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.

Item 4

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

Item 5

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.

Random Allies:

Ally 1
Spoiler:
Giffer Tibbs
Ally B
Traits: Gnome Pirate
To Acquire: Charisma Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 2

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 3

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

Ally 4

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 5

Spoiler:
Jinx Eater
Ally B
Traits: Tengu Assassin Basic
To Acquire: Charisma Diplomacy 8
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Random Blessings:

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

Blessing 2

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

Blessing 3

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

Blessing 4

Spoiler:
Blessing of 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.

Blessing 5

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.

Turn: 14 Amli/Akaitora
Top of Blessing Discard Pile:

Blessing of Pharasma:
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 Remaining: 16

Blessings Deck Cards/Turn Order:

Blessings Deck Card 15 - Turn 15 Seoni/Morbus Iff

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 16 - Turn 16 Radovan/grimsnik

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

Blessings Deck Card 17 - Turn 17 Korundo/morph147

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

Blessings Deck Card 18 - Turn 18 Damiel/Mastu 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 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 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 Cayden Cailean
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 22 Korundo/morph147

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

Blessings Deck Card 23 - Turn 23 Damiel/Mastu 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 24 - Turn 24 Amli/Akaitora

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

Blessings Deck Card 25 - Turn 25 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 26 - Turn 26 Radovan/grimsnik

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

Blessings Deck Card 27 - Turn 27 Korundo/morph147

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

Blessings Deck Card 28 - Turn 28 Damiel/Mastu 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 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 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.

Fringes of the Eye
At This Location (Open): The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Fringes of the Eye Card 1:
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.
[ooc]Location: The difficulty of checks to defeat barriers is increased by 3.
Fringes of the Eye Card 2:
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.
Fringes of the Eye Card 3:
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
Fringes of the Eye Card 4:
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.
Fringes of the Eye Card 5:
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.
Fringes of the Eye Card 6:
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.
Fringes of the Eye Card 7:
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
Fringes of the Eye Card 8:
Swab
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fringes of the Eye Card 9:
Parrot
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Fringes of the Eye Card 10:
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.
Location: The difficulty of checks to defeat barriers is increased by 3.

Scar Bay A
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 8 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Scar Bay A 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.
Scar Bay A Card 2:
Treasure Map
Barrier B
Traits: Cache Basic
To Defeat: Intelligence Knowledge Wisdom Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Scar Bay A Card 3:
Nautical Charts
Item B
Traits: Book
To Acquire: Wisdom Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Scar Bay A Card 4:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
This reptile lunges out of the placid water with shocking speed.
Scar Bay A Card 5:
Tiger Shark
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 11
The Tiger Shark may not be evaded.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay A Card 6:
Spellmaster's Tricorne
Item 1
Traits: Accessory Magic Swashbuckling Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.
Scar Bay A Card 7:
Vine Choker
Monster 1
Traits: Aberration Plant Elite
To Defeat: Combat 10
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay A Card 8:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay A Card 9:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay A Card 10:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay A Card 11:
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.
Scar Bay A Card 12:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay A Card 13:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay A Card 14:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.

Scar Bay B
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, Damiel/Mastu Kurisu, Korundo/morph147, Radovan/grimsnik, Seoni/Morbus Iff

Scar Bay B Card 1 (Potion of Healing):
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.
Scar Bay B Card 2:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay B Card 3:
Man Overboard
Barrier B
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Scar Bay B Card 4:
Botfly Swarm
Henchman 1
Type: Monster
Traits: Animal Swarm
To Defeat: Combat 12 OR Wisdom Survival 8
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay B Card 5:
Hull Damage
Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

Scar Bay C
Closed
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
If you really need to encounter a monster here, pull it from the Random Monsters spoiler.

Scar Bay D
Closed
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
If you really need to encounter a monster here, pull it from the Random Monsters spoiler.

Scar Bay E
Closed
At This Location (Closed): No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
If you really need to encounter a monster here, pull it from the Random Monsters spoiler.


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)

Cards Healed by Damiel: 4d6 ⇒ (5, 5, 2, 6) = 18Blood Periapt, Short Sword +1, Blessing of the Elements, last card: 1d3 ⇒ 1Kama

Radovan wrote:

Hand: Besmaran Priest, Thieves' Tools, Zae, Rapier, Arnisant,

Displayed: Quang- , Norge-, Pirate Shade Haunt X2,
Deck: 10 Discard: 2 Buried: 0
Notes: T-shirt Re-roll: Used ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [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 ([x] 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.
"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

Starting Amli's turn under Blessing of Pharasma.

Amli joins Damiel in tending to the party's wounds. Korundo is looking particularly rough and tired.

Amli will cast Cure on Korundo

Heal Korundo: 1d4 + 1 ⇒ (1) + 1 = 2
Recharge Cure, Divine 8: 1d10 + 1 ⇒ (3) + 1 = 4

The sounds of battle rage around them, so Amli finds it hard to concentrate on the healing spell which results on it not being as effective as she had hoped. However, there is no time to lose, so she gets up and joins the fray once more.

Amli moves to Scar Bay A and explores to encounter Scar Bay A Card 1: Illusory Wall. She will ask Damiel to recharge his Blessing of the Quartermaster to add a die to her Wisdom check to defeat.

CtD Wisdom 7: 2d10 ⇒ (8, 6) = 14

Amli examines Scar Bay A Card 2: Treasure Map. Card 2 is moved to the bottom of Scar Bay A.

Amli found it strange how long it was taking her to exit the ruins the group had taken cover in. Looking back at Damiel, who was still tending to Radovan, made her sure that something strange must be happening. That, combined with her stone-cunning, allowed her to notice an illusory wall up ahead. She went straight through it.

[ooc]Amli discards Camel to explore again and encounter Scar Bay A Card 3: Nautical Charts. Amli will try to acquire it.

CtA Wisdom 7: 1d10 ⇒ 9

Acquired! Amli would prefer to preserve her blessing, so she will end her turn here. When she does, she will recharge the Nautical Charts to move to Fringes of the Eye. Then, the scenario effect triggers:

Add random monster to this Scar Bay: 1d5 ⇒ 3 Scar Bay C

Finally, she will recharge her hand.

Amli wrote:

Hand: Blessing of Cayden Cailean, Fireproof O-yoroi, Greatsword, Longspear, Hammer, ,

Displayed: , , , , , ,
Deck: 8 Discard: 4 Buried: 0
"Notes: - You can display all of Amli's blessing but 1 and/or her armors after you reveal a weapon or armor in your check to add 1 per card displayed to your check.
- You can use Amli's blessing for checks against henchman or villain, or checks to close. Ask otherwise.
"

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size: 5
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 Gozreh:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Explore (1), Scar Bay B Card 1:

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

Check to Acquire Potion of Healing, Intelligence 5: 1d8 ⇒ 7: Success.
Potion of Healing is acquired.

Discard Chronicler to explore again.
Explore (2), Scar Bay B Card 2:

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

Display Sphere of Fire, use it, and discard it for my combat check.
Check to Defeat Comozant Wyrd, Combat 10: 1d12 + 1 + 2 + 1d6 + 1d6 ⇒ (7) + 1 + 2 + (6) + (4) = 20: Success.
The check does have the Magic trait, so Comozant Wyrd is defeated and banished.
Check to Recharge Sphere of Fire, Arcane 9: 1d12 + 1 + 2 ⇒ (2) + 1 + 2 = 5: Failure.

Banish Potion of Healing to heal Korundo/morph147 for 1d4 ⇒ 4 cards.

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

Random monster to must-shuffle Scar Bay #: 1d5 ⇒ 3: Scar Bay C.

Seoni wrote:

Hand: Blessing of Pharasma (1), Bracers of Protection, Blessing of the Spellbound (1), Blessing of the Gods (2), Spellbook, Blessing of the Spellbound (2),

Displayed:
Deck: 8 Discard: 2 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.
(5-1B Scenario Reward:) For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
(5-1C Scenario Reward:) For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

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 the Gods.

A wave hits the ship but everyone stays on board. Dex 7: 3d8 + 1 - 2 ⇒ (5, 2, 8) + 1 - 2 = 14 Using Seoni's Blessing of the Gods and Korunda's Blessing of the Elements.

Discard Zae to explore.

Radovan observes a Botfly Swarm and moves away. Evade Henchman

EOT Location: 1d5 ⇒ 3 Scar Bay C

Summary
Location = Scar Bay B
Acquired =
Banished = 3: Man Overboard
Examined =
Move =

From Box =
Displayed =

plunder =
Give =
Used =

Other = 4: Botfly Swarm evaded, Seoni's Blessing of the Gods and Korunda's Blessing of the Elements. Monster added to Scar Bay C

Radovan wrote:

Hand: Besmaran Priest, Thieves' Tools, Blessing of Besmara, Rapier, Arnisant,

Displayed: Quang- , Norge-, Pirate Shade Haunt X2,
Deck: 9 Discard: 3 Buried: 0
Notes: T-shirt Re-roll: Used ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [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 ([x] 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.
"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

Heal all cards from Amli and Seoni's turns. Discard Blessing of the elements from Radovan's turn.

On Blessing of Cayden Cailean

Start of Turn
Korundo will keep same power.
Leryn will examine the top of the deck to encounter Botfly Swarm

Discard Call animal to put Snow Leopard in hand.

First explore
Korundo will encounter Botfly Swarm. Will reveal Snow Leopard to attempt a Combat 12 check and use his survival+1d6 and add animal and melee traits. Since animal trait is invoked, add a 1d4. Recharge Snow Leopard to add 1d4 to the check.

Combat 12: 1d8 + 3 + 1d6 + 1d4 + 1d4 ⇒ (5) + 3 + (3) + (3) + (3) = 17 Success

Attempt to close
Divine 8 check, discard blessing of the Ancients to add a die.
Divine 8: 1d8 + 4 + 1d8 ⇒ (1) + 4 + (4) = 9 Success, Scar Bay B closed
No monsters left at location so no damage taken.

End of turn
Random monster location: 1d5 ⇒ 4 Random monster to Scar Bay D.

Reset hand
"

Korundo wrote:

Hand: Aspect of the Falcon, AC Dolphin, Wendifisa Spear, Compass, Dimorphodon,

Displayed: Leryn,
Deck: 9 Discard: 3 Buried: 1
Notes: current power feat activated: 1d4 on checks that invoke animal trait.

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

Scar Bay B closed
Random monster to Scar Bay D.
Korundo will move with Damiel to an open location

Dark Archive

Deck handler link

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

Damiel Blessing of the Quartermaster 2 has been recharged for Amli

Blessing = Turn 8 / Blessing of Abadar

Start of Turn
At: Scar Bay B
Give: No
Move: Scar Bay A - taking Korundo

Free Explore = 4: Crocodile, Monster B: Combat 13

Spoiler:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.

Reveal Galvanic Chakram +1 1d12+1+1d8+1, recharge ac Eye Patch +1d4, discard Alchemical(Blue Star) +1d10
Combat 13: 1d12 + 1 + 1d8 + 1 + 1d4 + 1d10 ⇒ (1) + 1 + (1) + 1 + (1) + (2) = 7 - Woow thats bad! Using Paizo Reroll
Combat 13: 1d12 + 6 ⇒ (4) + 6 = 10 - Nope :-( Croc food
Damage = 3, Bury Laboratory Coat to reduce to 0

End of Turn
Random Monster to Scar Bar: 1d5 ⇒ 4 - Scar Bay D
Draw up Cure 2, Corrosive Dagger +1, Call Potion

Start of Amli's Turn
Recharge Cure 2 (Amli) Heal: 1d4 + 1 ⇒ (2) + 1 = 3

Summary
Location = Scar Bay A NEEDS TO BE SHUFFLED - // RANDOM Cards 2, 4 - 14
Acquired = 2: Eye Patch
Banished =
Examined = 4: Crocodile
Move =

From Box =
Displayed =

plunder =
Give =
Used =

Other = Amli Healed = 3

Location Tracking Sheet

Damiel wrote:

Hand: Galvanic Chakram +1, ac Goblin Lockpick, , Corrosive Dagger +1, Call Potion, ,

Displayed: , , , , , ,
Deck: 12 Discard: 1 Buried: 2
Notes:

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 ([X] or your Strength, Dexterity, or Constitution non-combat check).

[ ][ ][ ][ ] 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.
Paizo Reroll USED
Play Mat Card Draw AVAILABLE


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

During Damiel's turn, Amli heals for 3. Thank you!

Starting Amli's turn under Blessing of Sivannah.

Amli will explore Scar Bay A, which has been shuffled.

Random card to explore (ignoring 1 and 3): 1d14 ⇒ 2

It's will be banished either way, so I'll just roll the dice.

CtD Wisdom 6: 1d10 ⇒ 10

I examine the top card of Scar Bay A:

Top card of Scar Bay A: 1d11 + 3 ⇒ (4) + 3 = 7

I examine Card 7: Vine Choker. Amli will discard her Blessing of Cayden Cailean to explore again and encounter it. For the combat check, Amli will reveal and discard her Hammer.

CtD Combat, Melee 10: 1d8 + 2d6 + 3 ⇒ (7) + (2, 3) + 3 = 15

Out of explores, so have to end my turn. I resolve the scenario effect when I do.

Scenario Effect: 1d5 ⇒ 2

Monster added to Scar Bay B.

Amli wrote:

Hand: Strength, Fireproof O-yoroi, Greatsword, Longspear, Blessing of Gorum, ,

Displayed: , , , , , ,
Deck: 9 Discard: 3 Buried: 0
"Notes: - You can display all of Amli's blessing but 1 and/or her armors after you reveal a weapon or armor in your check to add 1 per card displayed to your check.
- You can use Amli's blessing for checks against henchman or villain, or checks to close. Ask otherwise.
- Use Amli's strength without asking if you need to add +3 to your Strength check
"

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size: 5
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 20, under the Blessing of Pharasma:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Random card from shuffled Scar Bay A: 4,8,9,10,11,12,13,14: 1d8 ⇒ 6: Card 12.
Explore (1), Scar Bay Card 12:

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

Discard Bracers of Protection for character power 1 and my combat check.
Check to Defeat Shackles Pirate, Combat 10: 1d12 + 1 + 2 + 1d6 + 1 ⇒ (8) + 1 + 2 + (2) + 1 = 14: Success.
Shackles Pirate is defeated and banished.

Discard Blessing of the Spellbound (1) to explore again.
Random card from shuffled Scar Bay A: 4,8,9,10,11,13,14: 1d8 ⇒ 3: Card 9.
Explore (2), Scar Bay Card 9:

Pirate Shade Haunt:
Henchman B; Monster; Undead, Pirate
Check to Defeat: None
(1:) 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.
(2:) When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Pirate Shade Haunt is displayed next to Seoni/Morbus Iff.

Discard Spellbook to recharge a random spell: (only) Sphere of Fire.

Recharge Blessing of Pharasma (1) (matches the hour) for an additional die.
Discard Radovan/grimsnik Blessing of Besmara for an additional die.
Attempt to close Scar Bay A, Wisdom 8 + 1 (PSH): 1d6 + 1d6 + 1d6 ⇒ (5) + (4) + (1) = 10: Success.
Four monsters remain in Scar Bay A, but only one card in hand. Blessing of the Spellbound (2) is discarded to soak.
Scar Bay A is permanently closed.

End Your Turn: Reset Your Hand, draw 6.
Seoni has six cards in her discard pile and four cards in her deck.

Random monster to must-shuffle Scar Bay #: 1d5 ⇒ 5: Scar Bay E.

Seoni wrote:

Hand: Turtle, Blessing of the Gods (1), Life Drain, Fire Snake, Magical Child, Surgeon,

Displayed: Pirate Shade Haunt,
Deck: 4 Discard: 6 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.
(5-1B Scenario Reward:) For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
(5-1C Scenario Reward:) For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

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)

Turn 21 flip- Blessing of Cayden Cailean
Discard Blessing of Besmara during Seoni's turn

Radovan sets course to the Fringes of the Eye. He spots a set of bracers of protection on an island. Treasure Hunt DC=7+3+1 so 11. Discarding Thieve's Tools to defeat barrier. Recharge Tools 8: 1d8 + 3 ⇒ (6) + 3 = 9

Radovan releases his hound to search the island. Arnisant leads Radovan to an altar of Gozreh. Recharge Arnisant to explore and autofail on the check for the Blessing of Gozreh.

EOT- Random Monster: 1d5 ⇒ 1 Scar Bay A

Summary
Location = Fringes of the Eye
Acquired =
Banished = 1: Treasure Hunt; 2: Blessing of Gozreh
Examined =
Move =

From Box = Item 1: Bracers of Protection
Displayed =

plunder =
Give =
Used =

Other =

Radovan wrote:

Hand: Besmaran Priest, Surgeon, Bracer's of Protection, Rapier, Compass,

Displayed: Quang- , Norge-, Pirate Shade Haunt X2,
Deck: 9 Discard: 4 Buried: 0
Notes: T-shirt Re-roll: Used ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [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 ([x] 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.
"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 Blessing of Cayden Cailean

Start of turn
Korundo will keep same power.
Leryn examines the top of the location deck to find Swabbing the Decks
[spoilers]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.
Location: The difficulty of checks to defeat barriers is increased by 3.[/spoilers]

First Explore
Encounter the Swabbing the decks. Must succeed at a Constitution 7+3 to succeed. Will use Seoni's Blessing of the Gods to add 2 die to a non-combat Constitution check due to the top of the Blessing deck.
Constitution 7+3: 1d10 + 1d10 + 1d10 ⇒ (5) + (10) + (10) = 25 Success. Banish Swabbing the Decks

Second Explore
Discard Compass to explore again. Encounter Pirate Haunt. Pirate Haunt is displayed in front of me.

Attempt to close location
Summon a random Barrier: Man Overboard

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

Dexterity 7+1+3: 1d6 ⇒ 5 Fail
Random Character in alpha player name order: 1d5 ⇒ 5 morph147 is 5th in alpha player name order so will be displayed infront of Korundo

By Fringes location power since we failed at this barrier anyone here has to move to random location. This is only Radovan and Korundo. I will roll for Radovan too to keep game moving

random location move for Radovan: 1d6 ⇒ 2 Radovan moves to Scar Bay A
random location move for Korundo: 1d6 ⇒ 1 Korundo moves to Fringes.

Recharge Dolphin to examine the bottom of the Fringes location deck. The bottom of the location deck is Large Chest If you fail it it still is banished

Spoiler:
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.
Location: The difficulty of checks to defeat barriers is increased by 3.[spoiler]

End of Turn
Leryn Examines the top two cards of the location deck
Card 5- 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.


Card 6 - Blessing of Achaekek

Reset hand:

"

Korundo wrote:

Hand: Aspect of the Falcon, Frilled Lizard, Wendifisa Spear, Dimorphodon,

Displayed: Leryn, Pirate Haunt, Man Overboard,
Deck: 9 Discard: 4 Buried: 1
Notes: current power feat activated: 1d4 on checks that invoke animal trait. Dimorphodon is available to use on any combat check

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.


[ooc] Leryn will be displayed asap.

Upkeep
Seoni's Blessing of the Gods used.
Card 3 - Swabbing the Decks is banished
Card 4 - Pirate haunt displayed in front of Korundo.
Random Barrier 1 - Man Overboard displayed in front of Korundo.
Radovan moves to Scar Bay A
Korundo moves to Fringes
Fringes Card 10 is Large Chest
Fringes Card 5 is Pirate Captain
Fringes Card 6 is Blessing of Achaekek


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

Radovan now at Scar Bay A will recharge Surgeon to have Seoni shuffle a random card from discard back into the deck.

Radovan wrote:

Hand: Besmaran Priest, Bracer's of Protection, Rapier, Compass,

Displayed: Quang- , Norge-, Pirate Shade Haunt X2,
Deck: 10 Discard: 4 Buried: 0
Notes: T-shirt Re-roll: Used ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [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 ([x] 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.
"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 (custom). Sorcerer + UM.

Updates from Korundo/morph147 and Radovan/grimsnik actions.

Seoni wrote:

Hand: Turtle, Life Drain, Fire Snake, Magical Child, Surgeon,

Displayed: Pirate Shade Haunt,
Deck: 5 Discard: 6 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.
(5-1B Scenario Reward:) For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
(5-1C Scenario Reward:) For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

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

Dark Archive

Deck handler link

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

Blessing = Turn 18 / Blessing of the Gods

Start of Turn
At: Scar Bay A

Recharge Call Potion (Potion of Healing)
Recharge Potion of Healing (Seoni) heal: 1d4 ⇒ 1

Give: No
Move: Fringes of the Eye

Free Explore = 5: Pirate Captain, Veteran: Combat 13 (12+1)

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.

BYA Recharge (Corrosive Dagger +1)
Reveal Galvanic Chakram +1 1d12+1+1d8+1, discard Alchemical(ac Goblin Lockpick) +1d10
Combat 13: 1d12 + 1 + 1d8 + 1 + 1d10 ⇒ (8) + 1 + (1) + 1 + (9) = 20 - Banished

AYA 2 Structural Damage = Discard Galvanic Chakram +1,
Needs one more party discard for structural damage

End of Turn
Random Monster to Scar Bar: 1d5 ⇒ 1 - Scar Bay D
Draw up Cure
ac Eye Patch
Cure 2
ac Tot Flask
Blessing of the Quartermaster 3

Start of Amli's turn
recharge ac Tot Flask, fetch Acid Flask

Summary
Location = Fringes of the Eye { 6: Blessing of Achaekek //7-9, 10: Large Chest }
Acquired =
Banished = 5: Pirate Captain
Examined =
Move =

From Box =
Displayed =

plunder =
Give =
Used =

Other = Seoni healed ⇒ 1
Needs one more party discard for structural damage
Location Tracking Sheet

Damiel wrote:

Hand: Cure, ac Eye Patch, Cure 2, Acid Flask, Blessing of the Quartermaster 3, ,

Displayed: , , , , , ,
Deck: 9 Discard: 3 Buried: 2
"Notes: BoQuartermaster: +1d all checks. Recharges on non combat. Prefer to use on that.
Please bot a 1d4+1 cure if you are 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 ([X] or your Strength, Dexterity, or Constitution non-combat check).

[ ][ ][ ][ ] 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.
Paizo Reroll USED
Play Mat Card Draw AVAILABLE


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

During Korundo's turn, Amli moves to a random location.

Random Location: 1d6 ⇒ 3- Scar Bay B

During Damiel's turn, Amli discards her Longspear to prevent 1 point of structural damage that remained.

Starting Amli's turn under Blessing of Gorum.

Amli will move back to the Fringes of the Eye. Once there, she will explore to encounter Card 6: Blessing of Achaekek. She will try to acquire it.

CtA Divine 5: 1d10 + 1 ⇒ (7) + 1 = 8

Acquired! Amli will discard Blessing of Achaekek to explore again and encounter Card 7: Pirate Hunting. I need to summon a random ship.

Random Ship: 1d10 + 1 ⇒ (4) + 1 = 5- The Man's Promise

The Man's Promise:

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.

I will recharge Damiel's Blessing of the Quartermaster to add a die to my non-combat Wisdom check.

CtD Wisdom 6: 2d10 ⇒ (7, 5) = 12
Plunder: 1d6 ⇒ 2- Armor stashed

Amli will now discard her Blessing of Gorum to explore again and encounter Card 8: Swab. I will try to acquire it by revealing Fireproof O-yoroi to add 1 to my Diplomacy check, and then displaying it by using Amli's power to add +1 again. (technically better odds than rolling 1d6 and hoping for the 6)

CtA Diplomacy 6: 1d4 + 2 ⇒ (2) + 2 = 4

Banished. Amli ends her turn. A random monster is added to a random Scar Bay, but we don't care anymore. Before resetting her hand, Amli retrieves her Fireproof O-yoroi from her display, and then resets her hand.

Amli wrote:

Hand: Strength, Fireproof O-yoroi, Greatsword, Banner, Wolfhide Armor, ,

Displayed: , , , , , ,
Deck: 7 Discard: 6 Buried: 0
"Notes: - You can display all of Amli's blessing but 1 and/or her armors after you reveal a weapon or armor in your check to add 1 per card displayed to your check.
- You can use Amli's blessing for checks against henchman or villain, or checks to close. Ask otherwise.
- Use Amli's strength without asking if you need to add +3 to your Strength check
"

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size: 5
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 Radovan/grimsnik turn 19, under the Blessing of Cayden Cailean:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Retcon incoming, per skizzerz.

Seoni will attempt to Treasure Hunt.
Recharge three allies (Turtle, Surgeon, and Magical Child) for 3d4.
Check to Defeat Treasure Hunt, Knowledge 12 (7 + 3/location + 1/AD + 1/PSH): 1d8 + 2 + 3d4 ⇒ (4) + 2 + (2, 1, 4) = 13: Success.
Bracers of Protection is acquired.

Seoni wrote:

Hand: Bracers of Protection (A), Life Drain, Fire Snake,

Displayed: Pirate Shade Haunt,
Deck: 9 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.
(5-1B Scenario Reward:) For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
(5-1C Scenario Reward:) For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

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


Radovan cannot use Thieves' Tools on the check. So, that should be added back to hand, and Bracers of Protection removed from his deck handler. Seoni succeeded at the check and gets the Bracers instead.

Korundo needs to make start-of-turn checks against Man Overboard for each turn; so one for Damiel, one for Amli, and one for Seoni's upcoming turn. Succeeding banishes the barrier and negates the need for further checks.


During This Adventure: Your ship is Feathered Devil.

During This Scenario: When building location decks, build a number of Scar Bay locations equal to the number of characters.
At the end of your turn, shuffle a monster from the game box into a random Scar Bay location deck.
To win, close all locations.

Party Ship: Feathered Devil (Recharge allies to reduce Structural damage)

Displayed by Korundo: Man Overboard, Pirate Shade Haunt (+1 DC on checks, or +2 DC if check has Swashbuckling trait)
Displayed by Radovan: 2x Pirate Shade Haunt [ooc](+2 DC on checks, or +4 DC if check has Swashbuckling trait)
Displayed by Seoni: Pirate Shade Haunt [ooc](+1 DC on checks, or +2 DC if check has Swashbuckling trait)

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

Rewards:

5-1B: For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C: For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
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:

Botfly Swarm (Henchman)
Spoiler:
Botfly Swarm
Henchman 1
Type: Monster
Traits: Animal Swarm
To Defeat: Combat 12 OR Wisdom Survival 8
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If defeated, you may immediately attempt to close the location this henchman came from.

Skeletal Crew (Henchman)

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.

Pirate Shade Haunt (Henchman)

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.

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 (Prefers Blue over Silver)

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:

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

Blessing of Achaekek (Blessing B)

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.

Bracers of Protection (Item B)

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

Dolphin (Ally B)

Spoiler:
Dolphin
Ally B
Traits: Animal Aquatic Elite
To Acquire: Wisdom Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Eye Patch (Item B)

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

Goblin Lockpick (Item P)

Spoiler:
Goblin Lockpick
Item P
Traits: Tool Alchemical
To Acquire: Dexterity Disable Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist

Nautical Charts (Item B)

Spoiler:
Nautical Charts
Item B
Traits: Book
To Acquire: Wisdom Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.

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. Armor

(BR Only)

Spoiler:

1. Sphere of Fire (Spell 1)
2. Cloth Armor (Armor B)

Random Monsters:

Monster 1
Spoiler:
Bilge Spider Swarm
Monster B
Traits: Animal Swarm Basic
To Defeat: Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.

Monster 2

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 3

Spoiler:
Rat Swarm
Monster B
Traits: Animal Swarm Elite
To Defeat: Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos. A swarm of rats is significantly less cute.

Monster 4

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

Monster 5

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.

Random Barriers:

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

Barrier 2

Spoiler:
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:
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 4

Spoiler:
Pirate Hunting
Barrier C
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.

Barrier 5

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.

Random Weapons:

Weapon 1
Spoiler:
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.

Weapon 2

Spoiler:
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.

Weapon 3

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 4

Spoiler:
Heavy Crossbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Weapon 5

Spoiler:
Repelling Pike +1
Weapon 1
Traits: Polearm Melee Piercing 2-Handed Magic Elite
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

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:
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 3

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 4

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

Spell 5

Spoiler:
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.

Random Armor:

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.

Armor 2

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

Armor 3

Spoiler:
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 4

Spoiler:
Magic Wooden Armor
Armor 1
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 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 5

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

Random Items:

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

Item 2

Spoiler:
Rum Bottle
Item B
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Item 3

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 4

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

Item 5

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

Random Allies:

Ally 1
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 2

Spoiler:
Master-at-Arms
Ally C
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.

Ally 3

Spoiler:
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.

Ally 4

Spoiler:
Jinx Eater
Ally B
Traits: Tengu Assassin Basic
To Acquire: Charisma Diplomacy 8
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Ally 5

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.

Random Blessings:

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

Blessing 2

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

Blessing 3

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

Blessing 4

Spoiler:
Blessing of the Gods
Blessing 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 5

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

Turn: 25 Seoni/Morbus Iff
Top of Blessing Discard Pile:

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

Blessings Remaining: 5

Blessings Deck Cards/Turn Order:

Blessings Deck Card 26 - Turn 26 Radovan/grimsnik

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

Blessings Deck Card 27 - Turn 27 Korundo/morph147

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

Blessings Deck Card 28 - Turn 28 Damiel/Mastu 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 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 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.

Fringes of the Eye
At This Location (Open): The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Amli/Akaitora, Damiel/Mastu Kurisu, Korundo/morph147

Fringes of the Eye Card 1:
Parrot
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Fringes of the Eye Card 2 (Large Chest):
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.
[ooc]Location: The difficulty of checks to defeat barriers is increased by 3.

Scar Bay A
Closed
At This Location (Closed): No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/grimsnik, Seoni/Morbus Iff
If you really need to encounter a monster here, pull it from the Random Monsters spoiler.

Scar Bay B
Closed
At This Location (Closed): No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
If you really need to encounter a monster here, pull it from the Random Monsters spoiler.

Scar Bay C
Closed
At This Location (Closed): No effect.
M: 5 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
If you really need to encounter a monster here, pull it from the Random Monsters spoiler.

Scar Bay D
Closed
At This Location (Closed): No effect.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
If you really need to encounter a monster here, pull it from the Random Monsters spoiler.

Scar Bay E
Closed
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
If you really need to encounter a monster here, pull it from the Random Monsters spoiler.

Dark Archive

Deck handler link

Damiel - out of turn

recharge Blessing of the Quartermaster 3 for Amli

Damiel wrote:

Hand: Cure, ac Eye Patch, Cure 2, Acid Flask, , ,

Displayed: , , , , , ,
Deck: 10 Discard: 3 Buried: 2
Notes: Please bot a 1d4+1 cure if you are 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 ([X] or your Strength, Dexterity, or Constitution non-combat check).

[ ][ ][ ][ ] 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.
Paizo Reroll USED
Play Mat Card Draw AVAILABLE


Deck Handler (custom). Sorcerer + UM.

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

Give a Card: Fire Snake to Korundo/morph147. I don't think I have a chance of winning the game this turn, so I need to do what I can to help out future turns. We know it's a barrier that's going to determine the win, which likely (always?) means a non-combat check. I've got Fire Snake in-hand for a non-combat check, and it requires Arcane or Divine. Radovan/grimsnik doesn't have Arcane or Divine, so there's no point in giving it to them. Maybe they'll win on their turn and, if so, awesome. If they don't, though, then hopefully Korundo/morph147 and their Divine skill will have some luck using Fire Snake on their turn.

Explore (1), Fringes of the Eye Card 1:

Parrot:
Ally C; Animal, Elite
Check to Acquire: Wisdom Survival 7
(1:) 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.
(2:) Discard this card to explore your location.

Check to Defeat Parrot, Wisdom 7: 1d6 ⇒ 6: Failure.
Parrot is banished.

End Your Turn: Reset Your Hand, draw 4.

Random monster to must-shuffle Scar Bay #: 1d5 ⇒ 1: Scar Bay A.

Seoni wrote:

Hand: Sphere of Fire, Bracers of Protection (A), Life Drain, Turtle, Wand of Detect Magic, Blessing of Pharasma (1),

Displayed: Pirate Shade Haunt,
Deck: 5 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.
(5-1B Scenario Reward:) For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
(5-1C Scenario Reward:) For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

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

On Damiel's turn Man Overboard check
Constitution 7+1: 1d10 ⇒ 9 Success Banish Man Overboard


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)

Removing Bracer's of Armor as Radovan did not acquire them. Thieves' Tools returned to hand.

Flip- Blessing of the Gods

Radovan moves back to the Fringes and finds a chest. Disable 9 + 2 for haunts + 1 for scenario # + 3 for location= DC 15: 2d8 + 3 ⇒ (5, 2) + 3 = 10 Reveal Thieves' Tools for additional die. Fail- banish Large Chest.

Location deck is empty. Will not attempt to close.

EOT- Monster added to: 1d5 ⇒ 5
Discard-Compass, Besmaran Priest, Rapier and Thieves' Tools

Radovan wrote:

Hand: Blood Periapt, Appleslayer, Stalking Armor, Blessing of the Elements, Short Sword +1,

Displayed: Quang- , Norge-, Pirate Shade Haunt X2,
Deck: 4 Discard: 8 Buried: 0
Notes: T-shirt Re-roll: Used ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ] +4
Dexterity d8 [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 ([x] 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.
"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, acquire Fire Snake

Turn 27 - On Blessing of Besmara

Start of turn
Korundo keeps same power feat
Leryn decides to take a nap

Close location
Encounter a random blessing to close. It is Ambush

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

Current count to defeat is 9+1+1+3=14

Play Fire Snake to use my Divine check which is a 1d8+4
Discard Frilled Lizard which will allow me to add 2d4 to any check against a bane with the Veteran trait.
Will discard Radovan's Blessing of the Elements to add one die and Seoni's Blessing of Pharasma to add 2 more die since I played a spell on the check

Divine 9+1+1+3: 1d8 + 4 + 1d8 + 1d8 + 1d8 ⇒ (7) + 4 + (5) + (4) + (4) = 24 Success close location

Closing location affect
Barriers added: 1d4 ⇒ 4
Blessings added: 1d4 ⇒ 2

Encounter top card of the location deck 1-4 will be barrier, 5-6 will be blessing
Random card: 1d6 ⇒ 3

Encounter Random Barrier 2:
Large Chest

Spoiler:
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.

Melee 10+1+1+3: 1d10 + 2 ⇒ (1) + 2 = 3 Fail - Banish barrier

End of Turn
Reset hand

"

Korundo wrote:

Hand: Aspect of the Falcon, Bloodscent, Wendifisa Spear, Cure, Dimorphodon,

Displayed: Leryn, Pirate Haunt,
Deck: 7 Discard: 5 Buried: 1
Notes: current power feat activated: 1d4 on checks that invoke animal trait. Dimorphodon is available to use on any combat check

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

We win who cares.


Development

The rift closes as more undead hands attempt to reach through. With a loud crunch, the rift’s edge severs the reaching hands, and they fall to the ground with a wet thud. Your plan worked!

You have a moment to catch your breath and look around. There are a few signs that other people may have been here, but the tear has destroyed any other clues. You decide to return to the Feathered Devil and sail around the island to see what else you might find.

Returning to the ship, you notice something off. The waters are receding again. You attempt to set out before it’s too late, but the ship gets caught in a draining sea. A massive whirlpool forms around you and the island, and you watch as the remaining undead are pulled down into the vortex, unable to combat its currents. The island begins to break apart, and large pieces of land are pulled down as well. You do your best to ride the whirling maelstrom and avoid the detritus of the crumbling isle. As the ship reaches the center, you fall into a dark void.

You awake some time later in a daze. The sea is dark and the sky even darker. You’ve survived, but you’re now more lost than ever. If you’re going to get home, you think, you’re going to have to go much deeper into the tapestry.

Reward

For the rest of the Adventure Path, you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

Adventure Reward

For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

Boon Roll

Roll 1d20 in the discussion thread for a chance to win the following boon; 1 or 20 wins.

☐ ☐ ☐ ☐ 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.

Acquired Cards

Besmaran Priest (Ally B)
Blessing of Achaekek (Blessing B)
Bracers of Protection (Item B)
*Cloth Armor (Armor B)
Dolphin (Ally B)
Eye Patch (Item B)
Goblin Lockpick (Item P)
Nautical Charts (Item B)
*Sphere of Fire (Spell 1)
Tot Flask (Item B)

1x Spell 1
1x Armor B
5x Item B
2x Ally B
1x Blessing B


Adventure 5-2: The Patchwork Prison
The whirlpool grabbed your ship like a toy in a child’s hand, spinning it around before submerging it beneath the waves. It took all of your strength to marshal the crew, secure the sails, and keep loose cargo from knocking everyone overboard. You worried that it would all be for nothing if your ship smashed to splinters against the rocks at the bottom of the sea. But the whirlpool weakened, and you permitted yourself a glimmer of hope. Then exhaustion overtook you.

Now, you’re once again sailing on placid waters. Your sturdy ship remains seaworthy, although it lists to starboard in a worrisome way. The sun shines upon you, but its color is wrong; the world is bathed in a strange, orange light. A few scrubby islands protrude from the sea ahead, their dry grasses glowing as if they were aflame. Examining the horizon, you see a vast curtain of shimmering light—like an aurora borealis in the daytime—reflecting the orange hue. This curtain must be miles across, and high enough to tint the rising sun.

Shikra, a tengu rigger who ably performed the most dangerous work to keep the ship from floundering in the whirlpool, mutters, “That’s three, all told.” The tengu points a feathered arm aft and starboard as well. Just as distant are two other enormous curtains of light: an emerald green one aft and a pale red one starboard. Near the emerald one, miles distant, several shipwrecks jut from the waves. The emerald light seems ominous in a way you can’t wholly describe.

Rekkish, a level-headed surgeon and Shikra’s sister, approaches with a few bandages under one arm. She’s been tending to the crew, most of whom remain collapsed on the deck out of exhaustion. Rekkish looks you up and down, and you can practically see her assessment written on her face. “No permanent harm done to them,” Rekkish says, her voice clipped and accented in the tengu’s cawing tones. She bends over to examine her brother’s leg. “You’ve got a sprain at least, Shikra, and maybe a break.”

“Never mind that now,” Shikra says, leaning awkwardly on the other leg and holding onto the railing of the ship. “Look at the horizon around us. I’ve never seen its like. Where in the world could we be?”

You know better: you aren’t anywhere in the world. The whirlpool in the Hao Jin Tapestry didn’t eject you, it just took you to another part of the vast, patchwork realm. The better question is: how will you get out?


5-2A: The Devils and the Dragon
There’s something strangely familiar about the place you are currently drifting: titanic sheets of rippling light—orange, pale red, and emerald—rise from the sea many miles distant in three different directions. You recall seeing colored lines like that on… a chart? A map? The answer eludes you. A cry rises from below: “Shipping water!” The starboard list to your vessel is more serious than you thought: sea water is rushing into your hold. Your exhausted crew rouses itself to make repairs and right the ship. You direct the crew toward the scrubby islands ahead of you—if you have to careen the ship to make repairs, doing so in shallower water will be easier. The ship lurches and limps forward.

The tengu Shikra grabs a free line and hauls himself over the side of the ship to inspect the damage from the outside of the hull. He grips the line with practiced ease, keeping his injured leg from bumping the hull as he descends. His sister Rekkish calls after him: “Without a splint, that leg won’t get better.”

“If we can’t get this hull patched, we’ll all have a lot more to worry about than my leg,” Shikra cries back. After assessing the damage near the waterline, he calls up, “That’s strange, it looks an awful lot like something bit th—” A scaled arm reaches up from the water, grabs the tengu by his injured leg, and hauls him under the surface. At the same moment, several shark-people rise from the sea, swarming your ship, while others hurl shark-tooth tridents from the nearby islands.

No wonder the hull damage under the waterline was so extreme; the sea devils must have been trying to sink your vessel. One of the islands shifts and lurches, and the sea devils upon it cheer. A massive head rises up on one edge of the island—it’s a dragon turtle! The creature submerges as it nears your ship. The sea devils riding its back prod it toward you with their tridents. You feel as much as hear a grinding noise as the dragon turtle’s shell scrapes the underside of your hull. The merfolk have a pet dragon turtle—that complicates your predicament considerably. Repel the sea devils before your ship is reduced to driftwood!


During This Adventure: Your ship is Feathered Devil.

During This Scenario: At the start of the scenario, your ship is wrecked.
When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
After you encounter or banish the henchman Hirgenzosk, shuffle it into a random open location deck.

Party Ship: Feathered Devil (Recharge allies to reduce Structural damage)

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

Rewards:

5-1B: For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C: For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
5-1E: For the rest of the Adventure Path, you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
Additional Rules:

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

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

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

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

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

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

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

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

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

Story Banes:

Sea Devil Prince (Villain)
Spoiler:
Sea Devil Prince
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
"I smell your blood in the water, shorwalkers! Time to bleed some more!"
-Sea Devil Prince

Hirgenzosk (Henchman)

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.

Sea Devil (Henchman)

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

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 (Self-Appointed Prison Warden)

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.

Sea Devil (Summon)

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

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: Devil's Pallor - Class 2

Spoiler:
Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.

A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.

Ship 8: Thresher - Class 2

Spoiler:
Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.

A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil raiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.

Ship 9: 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 10: 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 11: 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 12: 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 13: 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.


Turn: 1 Damiel/Matsu Kurisu
Blessings Remaining: 30

Cannibal Isle
At This Location (Open): After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None

Lonely Island
At This Location (Open): If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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

Mangrove Swamp
At This Location (Open): During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Shark Island
At This Location (Open): At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Rocky Cliff
At This Location (Open): At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Dark Archive

Deck handler link

Damiel - 5-2A: The Devils and the Dragon

Loot
= None

Ship vote
= Feathered Devil

Starting Location
= Rocky Cliff

Upgrades
= Stone Skin in, Cure 2 out

Starting Hand

Damiel wrote:

Hand: Blessing of the Quartermaster, Galvanic Chakram +1, Blessing of the Quartermaster 2, Alchemy Lab, Blessing of the Quartermaster 3, ,

Displayed: , , , , , ,
Deck: 11 Discard: 0 Buried: 0
Notes:

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 ([X] or your Strength, Dexterity, or Constitution non-combat check).

[ ][ ][ ][ ] 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.
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE


Deck Handler (custom). Sorcerer + UM.

Loot
= (5-1A): Swapped a Blessing of the Gods for a Blessing of Besmara.

Ship vote
= Feathered Devil

Starting location
= Lonely Island

Seoni wrote:

Hand: Blessing of Pharasma (1), Life Drain, Sphere of Fire, Fire Snake, Wand of Detect Magic, Spellbook,

Displayed:
Deck: 10 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.
(5-1B Scenario Reward:) For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
(5-1C Scenario Reward:) For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
(5-1E Scenario Reward:) For the rest of the Adventure Path, you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
(5-1 Adventure Reward:) For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

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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