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

Game Master Akaitora

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


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

Amli's favored card type will be Weapon.

She will start at the Mangrove Swamp

Amli wrote:

Hand: Blessing of Cayden Cailean, Greatsword, Banner, War Drum, Kikko Armor, ,

Displayed: , , , , , ,
Deck: 11 Discard: 0 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.

After the start of the first turn, Amli will display her banner (everyone gets +1 to all their checks to defeat monsters until someone fails one) and Kikko Armor.

Amli wrote:

Hand: Blessing of Cayden Cailean, Greatsword, , War Drum, , ,

Displayed: Banner, Kikko Armor, , , , ,
Deck: 11 Discard: 0 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.
-Everyone currently has +1 to their checks to defeat monsters, until someone fails to defeat a monster.
"

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.


Korundo Deck Handler

Starting location
Mangrove Swamp

Hand
"

Korundo wrote:

Hand: Compass, Call Animal, Bat, Snow Leopard, Blessing of the Ancients 2,

Displayed: Python,
Deck: 12 Discard: 0 Buried: 0
Notes: current power feat activated: None

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:
Python

Traits: Animal
Display this card. While displayed you gain the skill Fortitude: Constitution+2.
While displayed, after you attempted a combat check against a monster, you may use the results of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card


"


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

Loot Trading out a Blessing of the Elements for Blessing of Besmara

Starting Location Shark Isle

Radovan wrote:

Hand: Blessing of Besmara, Short Sword +1, Rapier, Kama, Zae,

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

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5 [ ]6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form ([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."


Starting Plunder: 1d6 ⇒ 6

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)

Displayed: Banner (+1 to all combat checks until someone fails a check to defeat a bane)

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.


Acquired Cards:

Plunder:

(BR Only)

Spoiler:


Random Monsters:

Monster 1
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 2

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

Monster 3

Spoiler:
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.

Monster 4

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

Monster 5

Spoiler:
Nirento
Monster 2
Traits: Plant
To Defeat: Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

Random Barriers:

Barrier 1
Spoiler:
Bucket Brigade
Barrier B
Traits: Task Fire Elite
To Defeat: Constitution Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Barrier 2

Spoiler:
Lookout Duty
Barrier B
Traits: Task Veteran
To Defeat: Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Barrier 3

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

Barrier 4

Spoiler:
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.

Barrier 5

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.

Random Weapons:

Weapon 1
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 2

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 3

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

Weapon 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:
Longsword
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:

Spell 1
Spoiler:
Illuminate
Spell 1
Traits: Magic Arcane Divine Attack Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Instant Armor
Spell C
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:
Dehydrating Touch
Spell 2
Traits: Magic Arcane Attack Elite
To Acquire: Intelligence Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Spell 4

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

Spell 5

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

Random Armor:

Armor 1
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 2

Spoiler:
Magic Buckler
Armor B
Traits: Shield Magic Elite
To Acquire: Constitution Fortitude 6
Recharge this card to reduce 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 3

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 4

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

Armor 5

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

Random Items:

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

Item 2

Spoiler:
Caltrops
Item B
Traits: Object Basic
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Item 3

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

Item 4

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

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:
Joseph "Jack" Scrimshaw
Ally C
Traits: Human Pirate
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 4

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

Ally 5

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.

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

Blessing 3

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

Blessing 4

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.

Blessing 5

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.

Turn: 1 Damiel/Matsu Kurisu
Top of Blessing Discard Pile:

Blessing of Milani:
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.

Blessings Remaining: 29

Blessings Deck Cards/Turn Order:

Blessings Deck Card 2 - Turn 2 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 3 - Turn 3 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 4 - Turn 4 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 5 - Turn 5 Korundo/morph147

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

Blessings Deck Card 6 - Turn 6 Damiel/Matsu Kurisu

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 7 - Turn 7 Amli/Akaitora

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

Blessings Deck Card 8 - Turn 8 Seoni/Morbus Iff

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

Blessings Deck Card 9 - Turn 9 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 10 - Turn 10 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 11 - Turn 11 Damiel/Matsu 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 12 - Turn 12 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 13 - Turn 13 Seoni/Morbus Iff

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

Blessings Deck Card 14 - Turn 14 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 15 - Turn 15 Korundo/morph147

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

Blessings Deck Card 16 - Turn 16 Damiel/Matsu Kurisu

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

Blessings Deck Card 17 - Turn 17 Amli/Akaitora

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

Blessings Deck Card 18 - Turn 18 Seoni/Morbus Iff

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 19 - Turn 19 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 20 - Turn 20 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 21 - Turn 21 Damiel/Matsu Kurisu

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 22 - Turn 22 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 23 - Turn 23 Seoni/Morbus Iff

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

Blessings Deck Card 24 - Turn 24 Radovan/grimsnik

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

Blessings Deck Card 25 - Turn 25 Korundo/morph147

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

Blessings Deck Card 26 - Turn 26 Damiel/Matsu Kurisu

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

Blessings Deck Card 27 - Turn 27 Amli/Akaitora

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 28 - Turn 28 Seoni/Morbus Iff

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 29 - Turn 29 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 30 - Turn 30 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.

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

Cannibal Isle Card 1:
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.
Scenario: After you encounter or banish the henchman Hirgenzosk, shuffle it into a random open location deck.
Cannibal Isle Card 2:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Cannibal Isle Card 3:
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.
Cannibal Isle Card 4:
Carver
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cannibal Isle Card 5:
Bull Shark
Monster 2
Traits: Animal Aquatic Elite
To Defeat: Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Cannibal Isle Card 6:
Sailor
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cannibal Isle Card 7:
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.
Cannibal Isle Card 8:
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.
Cannibal Isle Card 9:
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.
Cannibal Isle Card 10:
Canopy Creeper
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

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.
At This Location (Closed): If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/Morbus Iff

Lonely Island Card 1:
Aqueous Orb
Spell 2
Traits: Magic Arcane Divine Attack Bludgeoning Elite
To Acquire: Intelligence Arcane Wisdom Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.
Lonely Island Card 2:
Pirate Hunting
Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Lonely Island Card 3:
Dead Man's Chest
Barrier C
Traits: Cache Lock Pirate
To Defeat: Dexterity Disable 11 OR Strength Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Lonely Island Card 4:
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.
Lonely Island Card 5:
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.
Lonely Island Card 6:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Lonely Island Card 7:
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.
Lonely Island Card 8:
Dagger
Weapon B
Traits: Knife Ranged Piercing Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Lonely Island Card 9:
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.
Lonely Island Card 10:
Sap
Weapon B
Traits: Club Melee Bludgeoning Basic
To Acquire: Strength Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

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.
At This Location (Closed): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Mancatcher Cove Card 1:
Surgeon
Ally B
Traits: Human Surgeon Elite
To Acquire: Charisma Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Mancatcher Cove Card 2:
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.
Mancatcher Cove Card 3:
Crocodile
Monster B
Traits: Animal Aquatic Elite
To Defeat: Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed.
Mancatcher Cove Card 4:
Crab Swarm
Monster C
Traits: Animal Aquatic Swarm Basic
To Defeat: Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
Mancatcher Cove Card 5:
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.
Mancatcher Cove Card 6:
Topaz of Strength
Item B
Traits: Object Magic
To Acquire: Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Mancatcher Cove Card 7:
Zul
Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Mancatcher Cove Card 8:
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.
Mancatcher Cove Card 9:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
"I smell your blood in the water, shorwalkers! Time to bleed some more!"
-Sea Devil Prince

Mancatcher Cove Card 10:
Curse of the Deep
Barrier 2
Traits: Curse Aquatic Elite
To Defeat: Constitution Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

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.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, Korundo/morph147

Mangrove Swamp Card 1:
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.
Mangrove Swamp 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.
Mangrove Swamp Card 3:
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.
Mangrove Swamp Card 4:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Mangrove Swamp Card 5:
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.
Mangrove Swamp Card 6:
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.
Mangrove Swamp Card 7:
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.
Mangrove Swamp Card 8:
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.
Mangrove Swamp Card 9:
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.
Mangrove Swamp Card 10:
Cutlass
Weapon B
Traits: Sword Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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.
At This Location (Closed): No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Radovan/grimsnik

Shark Island Card 1:
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.
Shark Island Card 2:
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.
Shark Island Card 3:
Merfolk
Monster B
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Shark Island Card 4:
Zombie
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Shark Island Card 5:
Magic Leather Armor
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Shark Island Card 6:
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.
Shark Island Card 7:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Shark Island Card 8:
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.
Shark Island Card 9:
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.
Shark Island Card 10:
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.

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

Rocky Cliff Card 1:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Rocky Cliff Card 2:
Benevolent Buckler
Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Rocky Cliff Card 3:
Spiked Log Trap
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Rocky Cliff Card 4:
Trident +1
Weapon 2
Traits: Polearm Melee Piercing Magic Elite
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Rocky Cliff Card 5:
Giant Frog
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Rocky Cliff Card 6:
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.
Rocky Cliff Card 7:
Skeleton
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Rocky Cliff Card 8:
Fear
Spell B
Traits: Magic Arcane Divine Attack Mental Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Rocky Cliff Card 9:
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.
Rocky Cliff Card 10:
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.

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

Tempest Cay Card 1:
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.
Tempest Cay Card 2:
Crimson Cogward
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Tempest Cay Card 3:
Storm
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Tempest Cay Card 4:
Becalmed
Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Tempest Cay Card 5:
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.
Tempest Cay Card 6:
Mercenary
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Tempest Cay Card 7:
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.
Tempest Cay Card 8:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Tempest Cay Card 9:
Shark Skin Armor
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Tempest Cay Card 10:
Arcane Armor
Spell C
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.

Dark Archive

Deck handler link

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

Blessing = Turn 1 / Blessing of Milani

Start of Turn
At: Rocky Cliff

Repair Ship: Craft 4: 1d10 + 3 ⇒ (8) + 3 = 11 - Ship repaired

Give: No
Move: No

Bury Alchemy Lab, gain Alchemical Item
1: Emerald of Dexterity
2: Caltrops
3: Bracers of Protection
4: Eye Patch
5: Ring of Wave Walking

None have Alchemical Trait :-(

Pause turn until I can get a Alchemical item from the box

Dark Archive

Deck handler link

Continuing turn
gain Alchemical Item = ac Alchemical Glue, Item 1

Free Explore = 1: Sea Devil, Henchman 2, Aquatic: Combat 13

Spoiler:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.

Reveal Galvanic Chakram +1 1d12+1+1d8+1, discard Alchemical(ac Alchemical Glue) +1d10
Combat 13: 1d12 + 1 + 1d8 + 1 + 1d10 ⇒ (8) + 1 + (8) + 1 + (8) = 26 - Banished

When Closing: Banish Blessing of the Quartermaster 3
After Closing: Examine Cannibal Isle Card 1: Hirgenzosk, Henchman B
Stays on top of Cannibal Isle

End of Turn
Draw up Anesthetizing Slime, Cure

Summary
Location = Rocky Cliff CLOSED
Acquired =
Banished = 1: Sea Devil
Examined = Cannibal Isle Card 1: Hirgenzosk
Move =

From Box = ac Alchemical Glue
Displayed =

plunder =
Give =
Used =

Other = Banish Blessing of the Quartermaster 3

Damiel wrote:

Hand: Blessing of the Quartermaster, Galvanic Chakram +1, Blessing of the Quartermaster 2, Anesthetizing Slime, Cure, ,

Displayed: , , , , , ,
Deck: 9 Discard: 1 Buried: 1
Notes: BoQuartermaster: +1d on any check. Both Available
Cure: BOT a heal 1d4+1 if you are at Damiels location and have 3+ 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 AVAILABLE
Play Mat Card Draw AVAILABLE


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

Starting Amli's turn under Blessing of Sivannah.

Amli explores to encounter Mangrove Swamp Card 1: Barroom Brawl. Both Amli and Korundo have to encounter it. Amli will ask Damiel to recharge Blessing of the Quartermaster to add 1 die to her Melee check.

CtD Melee 7: 2d8 + 3 ⇒ (3, 1) + 3 = 7

Barroom brawl is defeated, but Korundo still needs to encounter it.

Amli will discard her Blessing of Cayden Cailean to explore again and encounter Card 2: Eye Patch. Amli will try to acquire it.

CtA Charisma 5: 1d6 ⇒ 2

Banished. Amli is out of explores so she ends her turn.

Amli wrote:

Hand: Blessing of Besmara, Greatsword, Blessing of the Gods 3, War Drum, Blessing of Gorum, ,

Displayed: Banner, Kikko Armor, , , , ,
Deck: 8 Discard: 1 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.
-Everyone currently has +1 to their checks to defeat monsters, until someone fails to defeat a monster.
"

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.


Korundo Deck Handler

During Damiel's turn

Encounter Barroom Brawl

Ctd Melee 7: 1d10 + 2 ⇒ (5) + 2 = 7 Success


Deck Handler (pregen). Sorcerer + UM.

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

Explore (1), Lonely Island Card 1:

Aqueous Orb:
Spell 2; Magic, Arcane, Divine, Attack, Bludgeoning, Elite
Check to Acquire: Intelligence Arcane Wisdom Divine 9
(1:) Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

Reveal Spellbook for + 1d4 to Arcane non-combat check.
Rolling Arcane + only character at Lonely Island + Character Power 2 + Spellbook.
Check to Acquire Aqueous Orb, Arcane 9: 1d12 + 1 + 2 + 1d4 + 2 + 1d4 ⇒ (8) + 1 + 2 + (3) + 2 + (1) = 17: Success.
Aqueous Orb is acquired.

Bury Wand of Detect Magic to examine the top card.
Top card of Lonely Island is Pirate Hunting (Barrier).
Flashing Spellbook again for non-combat Arcane check.
Check to Recharge, Arcane 6: 1d12 + 1 + 2 + 1d4 + 1d4 ⇒ (8) + 1 + 2 + (4) + (2) = 17: Success.
Wand of Detect Magic is recharged.

End Your Turn: Reset Your Hand, draw 0.

Seoni wrote:

Hand: Blessing of Pharasma (1), Life Drain, Sphere of Fire, Fire Snake, Spellbook, Aqueous Orb (AC 1),

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.
(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


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.

SOT- Radovan evades the shark.

A constrictor snake attacks Radovan as he explores the reef. Radovan's rapier sinks into the creature.
Combat 11: 1d8 + 3d4 + 1d4 + 1 ⇒ (2) + (1, 1, 4) + (3) + 1 = 12 Reveal and discard rapier
Discard Zae to explore.

Radovan finds a suit of leather armor. auto succeed Fort 2 check. Display leather armor next to Quang

Radovan wrote:

Hand: Blessing of Besmara, Short Sword +1, Compass, Kama, Blessing of the Gods,

Displayed: Quang- Leather Armor, Norge- ,
Deck: 9 Discard: 2 Buried: 0
Notes: T-shirt Re-roll: Available ; Playmat- Available. Blessings are available to use.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5 [ ]6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form ([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 Gozreh

Start of turn
Choose trait 1d4 to checks that invoke animal trait.

Move
N/A

First explore
Explore Mangrove Swamp Card 3 to encounter Treasure Hunt. Recharge Bat and Snow Leopard to add 2d4 to the check.
Intelligence 7: 1d4 + 1d4 + 1d4 ⇒ (1) + (3) + (4) = 8 Success

Damiel went through all the random items available so pausing to get a random item from Skizzerz as well as allow a chance for everyone else to do the check as well if they wants.

Dark Archive

Deck handler link

Damiel - out of turn

recharge Blessing of the Quartermaster 2 for Amli

3: Treasure Hunt, Barrier C, Veteran
To Defeat: Intelligence 9 (7+2)
Intelligence 1d10, recharge Blessing of the Quartermaster +1d10
Intelligence 9: 1d10 + 1d10 ⇒ (2) + (9) = 11 - Defeated

Get random ITEM TBC after update

Damiel wrote:

Hand: Galvanic Chakram +1, Anesthetizing Slime, Cure, rnd ITEM TBC, , ,

Displayed: , , , , , ,
Deck: 11 Discard: 1 Buried: 1
Notes: Cure: BOT a heal 1d4+1 if you are at Damiels location and have 3+ 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 AVAILABLE
Play Mat Card Draw AVAILABLE


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.


Acquired Cards:

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

Aqueous Orb (Spell 2)

Spoiler:
Aqueous Orb
Spell 2
Traits: Magic Arcane Divine Attack Bludgeoning Elite
To Acquire: Intelligence Arcane Wisdom Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

Leather Armor (Armor B)

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

Plunder:

1. Weapon

(BR Only)

Spoiler:

O2xfC22ROohOOpM2SZ/ifj7OxJ/B3lklO6zIUiyjfHFEZeIQ

Random Monsters:

Monster 1
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 2

Spoiler:
Giant Wasp
Monster 2
Traits: Animal Elite
To Defeat: Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Monster 3

Spoiler:
Sea Scourge
Monster 2
Traits: Ooze Aquatic
To Defeat: Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

Monster 4

Spoiler:
Skeleton
Monster C
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Monster 5

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

Random Barriers:

Barrier 1
Spoiler:
Lookout Duty
Barrier B
Traits: Task Veteran
To Defeat: Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Barrier 2

Spoiler:
Becalmed
Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Barrier 3

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 4

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.

Barrier 5

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.

Random Weapons:

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

Weapon 2

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

Weapon 3

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

Weapon 4

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

Weapon 5

Spoiler:
Pistol
Weapon C
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.

Random Spells:

Spell 1
Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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:
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 4

Spoiler:
Safe Harbor
Spell 2
Traits: Magic Arcane Healing
To Acquire: Intelligence Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5

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.

Random Armor:

Armor 1
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 2

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

Armor 3

Spoiler:
Shark Skin Armor
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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:
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.

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

Item 3

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

Item 4

Spoiler:
Tot Flask
Item C
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.

Item 5

Spoiler:
Helpful Haversack
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

Random Allies:

Ally 1
Spoiler:
Merrill Pegsworthy
Ally 2
Traits: Human Fighter Captain Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 2

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

Ally 3

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

Ally 4

Spoiler:
Old Salt
Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.

Ally 5

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.

Random Blessings:

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

Blessing 2

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 3

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

Blessing 4

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

Blessing 5

Spoiler:
Blessing of 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: 5 Korundo/morph147
Top of Blessing Discard Pile:

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

Blessings Remaining: 25

Blessings Deck Cards/Turn Order:

Blessings Deck Card 6 - Turn 6 Damiel/Matsu Kurisu

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 7 - Turn 7 Amli/Akaitora

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

Blessings Deck Card 8 - Turn 8 Seoni/Morbus Iff

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

Blessings Deck Card 9 - Turn 9 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 10 - Turn 10 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 11 - Turn 11 Damiel/Matsu 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 12 - Turn 12 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 13 - Turn 13 Seoni/Morbus Iff

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

Blessings Deck Card 14 - Turn 14 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 15 - Turn 15 Korundo/morph147

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

Blessings Deck Card 16 - Turn 16 Damiel/Matsu Kurisu

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

Blessings Deck Card 17 - Turn 17 Amli/Akaitora

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

Blessings Deck Card 18 - Turn 18 Seoni/Morbus Iff

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 19 - Turn 19 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 20 - Turn 20 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 21 - Turn 21 Damiel/Matsu Kurisu

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 22 - Turn 22 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 23 - Turn 23 Seoni/Morbus Iff

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

Blessings Deck Card 24 - Turn 24 Radovan/grimsnik

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

Blessings Deck Card 25 - Turn 25 Korundo/morph147

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

Blessings Deck Card 26 - Turn 26 Damiel/Matsu Kurisu

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

Blessings Deck Card 27 - Turn 27 Amli/Akaitora

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 28 - Turn 28 Seoni/Morbus Iff

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 29 - Turn 29 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 30 - Turn 30 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.

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

Cannibal Isle Card 1 (Hirgenzosk):
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.
Scenario: After you encounter or banish the henchman Hirgenzosk, shuffle it into a random open location deck.
Cannibal Isle Card 2:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Cannibal Isle Card 3:
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.
Cannibal Isle Card 4:
Carver
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cannibal Isle Card 5:
Bull Shark
Monster 2
Traits: Animal Aquatic Elite
To Defeat: Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Cannibal Isle Card 6:
Sailor
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cannibal Isle Card 7:
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.
Cannibal Isle Card 8:
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.
Cannibal Isle Card 9:
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.
Cannibal Isle Card 10:
Canopy Creeper
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

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.
At This Location (Closed): If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/Morbus Iff

Lonely Island Card 1 (Pirate Hunting):
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.
Lonely Island Card 2:
Dead Man's Chest
Barrier C
Traits: Cache Lock Pirate
To Defeat: Dexterity Disable 11 OR Strength Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Lonely Island Card 3:
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.
Lonely Island Card 4:
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.
Lonely Island Card 5:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Lonely Island Card 6:
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.
Lonely Island Card 7:
Dagger
Weapon B
Traits: Knife Ranged Piercing Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Lonely Island Card 8:
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.
Lonely Island Card 9:
Sap
Weapon B
Traits: Club Melee Bludgeoning Basic
To Acquire: Strength Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

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.
At This Location (Closed): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Mancatcher Cove Card 1:
Surgeon
Ally B
Traits: Human Surgeon Elite
To Acquire: Charisma Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Mancatcher Cove Card 2:
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.
Mancatcher Cove Card 3:
Crocodile
Monster B
Traits: Animal Aquatic Elite
To Defeat: Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed.
Mancatcher Cove Card 4:
Crab Swarm
Monster C
Traits: Animal Aquatic Swarm Basic
To Defeat: Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
Mancatcher Cove Card 5:
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.
Mancatcher Cove Card 6:
Topaz of Strength
Item B
Traits: Object Magic
To Acquire: Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Mancatcher Cove Card 7:
Zul
Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Mancatcher Cove Card 8:
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.
Mancatcher Cove Card 9:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
"I smell your blood in the water, shorwalkers! Time to bleed some more!"
-Sea Devil Prince

Mancatcher Cove Card 10:
Curse of the Deep
Barrier 2
Traits: Curse Aquatic Elite
To Defeat: Constitution Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

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.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, Korundo/morph147

Treasure Hunt:
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.
Mangrove Swamp Card 1:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Mangrove Swamp Card 2:
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.
Mangrove Swamp Card 3:
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.
Mangrove Swamp Card 4:
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.
Mangrove Swamp Card 5:
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.
Mangrove Swamp Card 6:
Shackles Pirate
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Mangrove Swamp Card 7:
Cutlass
Weapon B
Traits: Sword Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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.
At This Location (Closed): No effect.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Radovan/grimsnik

Shark Island Card 1:
Merfolk
Monster B
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Shark Island Card 2:
Zombie
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Shark Island Card 3:
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.
Shark Island Card 4:
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.
Shark Island Card 5:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Shark Island Card 6:
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.
Shark Island Card 7:
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.
Shark Island Card 8:
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.

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

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

Tempest Cay Card 1:
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.
Tempest Cay Card 2:
Crimson Cogward
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Tempest Cay Card 3:
Storm
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Tempest Cay Card 4:
Becalmed
Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Tempest Cay Card 5:
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.
Tempest Cay Card 6:
Mercenary
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Tempest Cay Card 7:
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.
Tempest Cay Card 8:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Tempest Cay Card 9:
Shark Skin Armor
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Tempest Cay Card 10:
Arcane Armor
Spell C
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.


Korundo Deck Handler

Continuing turn

Damiel has defeated Treasure hunt. I did not defeat it so typo above
Amli, and Seoni may still encounter treasure hunt if they choose to. Radovan chose not to based off discord

Korundo will play Call animal to get Snow Leopard from the deck.
Recharge Divine 6: 1d8 + 4 ⇒ (6) + 4 = 10 Recharge Call Animal

Discard Compass to explore again.

Encounter Sea Devil. Must succeed at a combat 13.
Reveal Snow Leopard to use Survival+1d6 and add animal and melee traits. since animal trait invoked add 1d4. Recharge Snow Leopard to add 1d4 to the combat check.

Combat 13: 1d8 + 3 + 1d6 + 1d4 + 1d4 ⇒ (7) + 3 + (2) + (3) + (3) = 18 Success Banish Sea Devil

Check to close location. Python lets me use Fortitude:Constitution+2, will discard blessing of the ancients to add 1 die.

Closing Fortitude 6: 1d10 + 2 + 1d10 ⇒ (9) + 2 + (9) = 20 Mangrove Swamp is closed

Reset hand and end turn
"

Korundo wrote:

Hand: Dimorphodon, Crocodile Skin Armor, Bat, Blessing of the Ancients 1, Frilled Lizard,

Displayed: Python,
Deck: 9 Discard: 2 Buried: 0
Notes: current power feat activated: 1d4 to checks invoking 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:
Python

Traits: Animal
Display this card. While displayed you gain the skill Fortitude: Constitution+2.
While displayed, after you attempted a combat check against a monster, you may use the results of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card


Upkeep

Mangrove Swamp Closed.
Amli and Senoi may still encounter treasure haunt.

Dark Archive

Deck handler link

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

Random Item from Treasure hunt is I1: Eye Patch, Item B

Blessing = Turn 1 / Blessing of Milani

Start of Turn
At: Rocky Cliff
Give: No
Move: Tempest Cay

Free Explore = 1: Magic Weapon, Spell B: Intelligence 4
Intelligence 4: 1d10 ⇒ 5 - acquired

Recharge Anesthetizing Slime explore = 2: Crimson Cogward, Ally 1, Pirate: Strength 6
Strength 1d4, Recharge ac Eye Patch +1d8
Strength 6: 1d4 + 1d8 ⇒ (4) + (8) = 12- acquired

End of Turn
Draw up Aklys

Summary
Location = Tempest Cay
Acquired = 1: Magic Weapon, 2: Crimson Cogward
Banished =
Examined =
Move =

From Box = I1: Eye Patch
Displayed =

plunder =
Give =
Used =

Other =

Damiel wrote:

Hand: Galvanic Chakram +1, ac Magic Weapon, Cure, ac Crimson Cogward, Aklys, ,

Displayed: , , , , , ,
Deck: 12 Discard: 1 Buried: 1
"Notes: Cure: BOT a heal 1d4+1 if you are at Damiels location and have 3+ cards in discard pile
Magic Weapon: +1d4 if playing a weapon. Available"

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 Gozreh.

Amli will move to Mancatcher Cove.

Amli explores to encounter Mancatcher Cove Card 1: Surgeon. I'd like to have her around, so I'll throw my Blessing of the Gods to the check to acquire.

CtA Charisma 6: 2d6 ⇒ (2, 2) = 4

Banished. Oh well. Amli will discard her Blessing of Besmara to explore again. She encounters Blunderbuss. She is not interested and it is a weapon B, so Amli will banish it.

I'll stop exploring here.

Amli wrote:

Hand: Fireproof O-yoroi, Greatsword, Wolfhide Armor, War Drum, Blessing of Gorum, ,

Displayed: , Kikko Armor, , , , ,
Deck: 7 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.
"

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 Seoni/Morbus Iff turn 8, under the Blessing of Hshurha:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Explore (1), Lonely Island Card 1:

Pirate Hunting:
Barrier B; Task, Pirate
To Defeat: None
(1:) 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.
(2:) If the summoned card is defeated, banish it; this barrier is also defeated.

Random ship, skipping Feathered Devil: 1d13 + 1 ⇒ (2) + 1 = 3:

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.

Check to Defeat Merchantman, Wisdom 5: 1d6 + 1d4 ⇒ (4) + (2) = 6: Success.
Rolling on the Plunder Table, #1: 1d6 ⇒ 6: My choice.
Rolling on the Plunder Table, #2: 1d6 ⇒ 6: My choice.
Tough decision. I think I'll pick "My choice", which'll be a Spell.
Merchantman is banished. Pirate Hunting is banished.

Discard Blessing of Pharasma to explore again.
Explore (2), Lonely Island Card 2:

Dead Man's Chest:
Barrier C; Cache, Lock, Pirate
Check to Defeat: Dexterity Disable 11 or Strength Melee 13
(1:) If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
(2:) If undefeated, you may banish this barrier.

Going for it, to increase our chances of getting some AD 2 loot.
Discard Fire Snake to use Arcane for my non-combat check.
Reveal Spellbook for + 1d4 on a non-combat Arcane check.
Check to Defeat Dead Man's Chest, Dexterity 11: 1d12 + 1 + 2 + 1d4 + 1d4 ⇒ (5) + 1 + 2 + (4) + (2) = 14: Success.
Check to Recharge Fire Snake, Arcane 8: 1d12 + 1 + 2 + 1d4 + 1d4 ⇒ (2) + 1 + 2 + (4) + (2) = 11: Success.
Dead Man's Chest is banished. Fire Snake is recharged.
Random acquired weapon, item, spell: Cutlass +1, Eye Patch, Find Traps.
All Bs. I struck out. Sniff.

End Your Turn: Reset Your Hand,, discard Cutlass +1, draw 0.

Seoni wrote:

Hand: Find Traps (AC 1), Life Drain, Sphere of Fire, Eye Patch (AC 1), Aqueous Orb (AC 1), Spellbook,

Displayed:
Deck: 12 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.
(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


Deck Handler (custom). Sorcerer + UM.

Correction: Damiel already got the Eye Patch. Replacing with random item #2: Potion of Fortitude. Everything else stays the same.

Seoni wrote:

Hand: Find Traps (AC 1), Life Drain, Sphere of Fire, Potion of Fortitude (AC 1), Aqueous Orb (AC 1), Spellbook,

Displayed:
Deck: 12 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.
(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


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

SOT- Radovan evades the Hammerhead Shark.

Radovan stabs at a merfolk. Combat 8: 1d8 + 1d6 + 1 + 1d4 ⇒ (3) + (1) + 1 + (2) = 7 Re-roll 1d6: 1d6 + 6 ⇒ (3) + 6 = 9 Discard Blessing of the Gods to explore

A zombie interrupts Radovan's search of the reef. Combat 9: 1d8 + 1d6 + 1 + 1d4 ⇒ (5) + (4) + 1 + (4) = 14

Radovan wrote:

Hand: Blessing of Besmara, Short Sword +1, Compass, Kama, Blessing of the Ancients,

Displayed: Quang- Leather Armor, Norge- ,
Deck: 8 Discard: 3 Buried: 0
Notes: T-shirt Re-roll: used ; Playmat- Available. Blessings are available to use. Die Bump X1
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 Besmara

Start of turn
keep same power

Move
Move to Shark Island

First Explore
Encounter Magic Leather Armor.
Fortitude 2: 1d10 + 2 ⇒ (5) + 2 = 7 Success

Second Explore
Discard Dimorphodon to explore again. Encounter Blessing of the Gods and automatically acquire

Third Explore
Discard Blessing of the Gods to explore again. Encounter Sea Devil.
Reveal Bat to use survival+1d6 and add animal and melee trait. add 1d4 for having the animal trait. Discard Blessing of the ancients to add 1 die. recharge bat to add 1d4 to a survival check.
Combat 13: 1d8 + 3 + 1d6 + 1d4 + 1d8 + 1d4 ⇒ (5) + 3 + (4) + (3) + (3) + (4) = 22 Success

Check to close
Encounter Hammerhead Shark.
Reveal Frilled Lizard to use survival+1d6 and add animal and melee trait. add 1d4 for having the animal trait.
Combat 9+2: 1d8 + 3 + 1d6 + 1d4 ⇒ (6) + 3 + (4) + (2) = 15 Success close Shark Island

End of turn
Recharge Magic Leather armor during end of turn. Reset hand.

Korundo wrote:

Hand: Cure, Crocodile Skin Armor, Aspect of the Falcon, Desna's Star, Frilled Lizard,

Displayed: Python,
Deck: 8 Discard: 5 Buried: 0
Notes: current power feat activated: 1d4 to checks invoking 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:
Python

Traits: Animal
Display this card. While displayed you gain the skill Fortitude: Constitution+2.
While displayed, after you attempted a combat check against a monster, you may use the results of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card


During Damiel's start of turn

Discard Cure to heal Korundo Heal: 1d4 + 1 ⇒ (2) + 1 = 3 Cards.
Recharge Cure Divine 8: 1d8 + 4 ⇒ (7) + 4 = 11 Recharge Cure

"

Korundo wrote:

Hand: Crocodile Skin Armor, Aspect of the Falcon, Desna's Star, Frilled Lizard,

Displayed: Python,
Deck: 12 Discard: 2 Buried: 0
Notes: current power feat activated: 1d4 to checks invoking 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:
Python

Traits: Animal
Display this card. While displayed you gain the skill Fortitude: Constitution+2.
While displayed, after you attempted a combat check against a monster, you may use the results of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card


"

Upkeep
Korundo moves to shark island
acquires Magic Leather Armor and Blessing of the Gods.
defeated Sea Devil and Closed the location.
Korundo has healed himself 3 cards.


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.


Acquired Cards:

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

Aqueous Orb (Spell 2)

Spoiler:
Aqueous Orb
Spell 2
Traits: Magic Arcane Divine Attack Bludgeoning Elite
To Acquire: Intelligence Arcane Wisdom Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

Blessing of the Gods (Blessing B)

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.

Crimson Cogward (Ally 1)

Spoiler:
Crimson Cogward
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Cutlass +1 (Weapon B)

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

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.

Find Traps (Spell B)

Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Leather Armor (Armor B)

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

Magic Leather Armor (Armor B)

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.

Magic Weapon (Spell B)

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.

Potion of Fortitude (Item B)

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

Plunder:

1. Weapon
2. Spell

(BR Only)

Spoiler:

PLNSoV8a413nM3IpTVoDpj7OxJ/B3lklO6zIUiyjfHFEZeIQ4o1mRaRhUCwRxd2pjm/2CQFtnXV Jgg==

Random Monsters:

Monster 1
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 2

Spoiler:
Giant Wasp
Monster 2
Traits: Animal Elite
To Defeat: Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Monster 3

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

Monster 4

Spoiler:
Dire Rat
Monster B
Traits: Animal Basic
To Defeat: Combat 8 OR Dexterity Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.

Monster 5

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

Random Barriers:

Barrier 1
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 2

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

Barrier 3

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 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:
Spiked Log Trap
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Random Weapons:

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

Weapon 2

Spoiler:
Toxic Blunderbuss +1
Weapon 2
Traits: Firearm Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Weapon 3

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

Weapon 4

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

Weapon 5

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

Random Spells:

Spell 1
Spoiler:
Phantasmal Minion
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 2

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

Spell 3

Spoiler:
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 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:
Geyser
Spell 2
Traits: Magic Arcane Divine Fire Attack
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

Armor 4

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

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

Item 2

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

Item 3

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.

Item 4

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

Item 5

Spoiler:
Liquid Ice
Item 2
Traits: Liquid Attack Cold Ranged Alchemical Elite
To Acquire: Intelligence Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

Random Allies:

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

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

Ally 4

Spoiler:
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

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

Blessing 2

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

Blessing 3

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 4

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

Blessing 5

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.

Turn: 11 Damiel/Matsu Kurisu
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: 19

Blessings Deck Cards/Turn Order:

Blessings Deck Card 12 - Turn 12 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 13 - Turn 13 Seoni/Morbus Iff

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

Blessings Deck Card 14 - Turn 14 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 15 - Turn 15 Korundo/morph147

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

Blessings Deck Card 16 - Turn 16 Damiel/Matsu Kurisu

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

Blessings Deck Card 17 - Turn 17 Amli/Akaitora

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

Blessings Deck Card 18 - Turn 18 Seoni/Morbus Iff

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 19 - Turn 19 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 20 - Turn 20 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 21 - Turn 21 Damiel/Matsu Kurisu

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 22 - Turn 22 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 23 - Turn 23 Seoni/Morbus Iff

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

Blessings Deck Card 24 - Turn 24 Radovan/grimsnik

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

Blessings Deck Card 25 - Turn 25 Korundo/morph147

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

Blessings Deck Card 26 - Turn 26 Damiel/Matsu Kurisu

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

Blessings Deck Card 27 - Turn 27 Amli/Akaitora

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 28 - Turn 28 Seoni/Morbus Iff

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 29 - Turn 29 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 30 - Turn 30 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.

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

Cannibal Isle Card 1 (Hirgenzosk):
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.
Scenario: After you encounter or banish the henchman Hirgenzosk, shuffle it into a random open location deck.
Cannibal Isle Card 2:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Cannibal Isle Card 3:
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.
Cannibal Isle Card 4:
Carver
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cannibal Isle Card 5:
Bull Shark
Monster 2
Traits: Animal Aquatic Elite
To Defeat: Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Cannibal Isle Card 6:
Sailor
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cannibal Isle Card 7:
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.
Cannibal Isle Card 8:
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.
Cannibal Isle Card 9:
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.
Cannibal Isle Card 10:
Canopy Creeper
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

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.
At This Location (Closed): If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/Morbus Iff

Lonely Island Card 1:
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.
Lonely Island Card 2:
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.
Lonely Island Card 3:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Lonely Island Card 4:
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.
Lonely Island Card 5:
Dagger
Weapon B
Traits: Knife Ranged Piercing Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Lonely Island Card 6:
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.
Lonely Island Card 7:
Sap
Weapon B
Traits: Club Melee Bludgeoning Basic
To Acquire: Strength Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

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.
At This Location (Closed): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora

Mancatcher Cove Card 1:
Crocodile
Monster B
Traits: Animal Aquatic Elite
To Defeat: Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed.
Mancatcher Cove Card 2:
Crab Swarm
Monster C
Traits: Animal Aquatic Swarm Basic
To Defeat: Combat 8
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
Mancatcher Cove Card 3:
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.
Mancatcher Cove Card 4:
Topaz of Strength
Item B
Traits: Object Magic
To Acquire: Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Mancatcher Cove Card 5:
Zul
Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Mancatcher Cove Card 6:
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.
Mancatcher Cove Card 7:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
"I smell your blood in the water, shorwalkers! Time to bleed some more!"
-Sea Devil Prince

Mancatcher Cove Card 8:
Curse of the Deep
Barrier 2
Traits: Curse Aquatic Elite
To Defeat: Constitution Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

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

Shark Island
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Korundo/morph147, Radovan/grimsnik

Rocky Cliff
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: 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.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Matsu Kurisu

Tempest Cay Card 1:
Storm
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Tempest Cay Card 2:
Becalmed
Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Tempest Cay Card 3:
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.
Tempest Cay Card 4:
Mercenary
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Tempest Cay Card 5:
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.
Tempest Cay Card 6:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Tempest Cay Card 7:
Shark Skin Armor
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Tempest Cay Card 8:
Arcane Armor
Spell C
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.

Dark Archive

Deck handler link

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

Random Item from Treasure hunt is I1: Eye Patch, Item B

Blessing = Turn 11 / Blessing of Abadar

Start of Turn
At: Tempest Cay
Give: No
Move: No

Free Explore = 1: Storm, Barrier 2: To Defeat: None
Traits: Obstacle Weather
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

1: Magic Weapon, Spell B: Intelligence 4
Intelligence 4: 1d10 ⇒ 4 - acquired

ac Crimson Cogward explore + Swashbuckling Combat = 2: Becalmed, Barrier 2, To Defeat: Wisdom 8

Spoiler:
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Wisdom 8: 1d6 ⇒ 6 - Failed. Displayed

End of Turn
Discard Aklys
Draw up Potion of Healing, Blue Star

Summary
Location = Tempest Cay
Acquired =
Banished =
Examined =
Move =

From Box =
Displayed = 1: Storm, 2: Becalmed

plunder =
Give =
Used =

Other =

Damiel wrote:

Hand: Galvanic Chakram +1, ac Magic Weapon, Cure, Potion of Healing, Blue Star, ,

Displayed: , , , , , ,
Deck: 10 Discard: 3 Buried: 1
"Notes: Cure: BOT a heal 1d4+1 if you are at Damiels location and have 3+ cards in discard pile
Magic Weapon: +1d4 if playing a weapon. Available"

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

Silver Crusade

Deck handler link

Turn Order
Drelm , Erasmus, Yoon, Athnul, Raheli,

Discard Blessing of Maat for Athnul

Blessing = 1 / Blessing of Horus

Start of Turn
At: #5: Scorched Ruins
Give: No
Move: No

Discard Spyglass, examine 2 and Rearrange
2: Locate Object, Spell 1
1: Old Eye-Taker, Henchman 2

Free Explore = 2: Locate Object, Spell 1: Divine 6
Divine 6: 1d8 + 1 + 3 ⇒ (7) + 1 + 3 = 11 - Acquired

End of Turn
Draw up ac Mystic Silk Coat, Blessing of Asmodeus

Summary
Location = #5: Scorched Ruins
Acquired = 2: Locate Object
Banished =
Examined = 1: Old Eye-Taker
From Box =
Displayed =
Give =
Used =
Other =

Drelm wrote:

Hand: ac Burglar's Buckler, Natron Fang, Blessing of Abadar, ac Locate Object, ac Mystic Silk Coat, Blessing of Asmodeus,

Displayed: Gambeson, , , , , ,
Deck: 9 Discard: 4 Buried: 0
"Notes: BoAsmodeous: +1d vs any. Available
BoAbadar: +2d vs Barrier or +1 any. Available

"

Skills and Powers:
SKILLS

Strength d10 +1
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Heavy Armors Weapons

POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check, you may recharge it instead.

Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


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

Starting Amli's turn under Blessing of the Gods.

At the start of Amli's turn, she needs to resolve the location's power.

Fortitude 6: 1d10 + 2 ⇒ (6) + 2 = 8

Amli continued her exploration of the mancatcher cove, holding back the nauseating feeling caused by the toxic fumes that permeated the area.

Amli will explore to encounter Mancatcher Cove Card 1: Crocodile. For the combat check, Amli will reveal and discard her Greatsword to add +1d8+2d6 to her Melee Combat check.

CtD Combat, Melee 13: 2d8 + 2d6 + 3 ⇒ (4, 2) + (4, 2) + 3 = 15

Amli resolved to make as much noise as possible to have her foes come to her instead of having to trudge through the fetid cove. She started by violently neutralizing a crocodile that had been attracted by the sudden surge of activity. Then, Amli began playing her War Drums, calling out to the merfolk to come get her.

Amli will recharge her War Drum to draw her Greatsword from her discard pile. Then she will discard Blessing of Gorum to explore again and encounter Card 2: Crab Swarm.

Amli will reveal her Greatsword for the check to defeat.

CtD Combat, Melee 8: 1d8 + 2d6 + 3 ⇒ (8) + (2, 1) + 3 = 14
Monster power re-roll, Combat, Melee 8: 1d8 + 2d6 + 3 ⇒ (1) + (2, 6) + 3 = 12

The noise seemed to only attract the attention of the local fauna, and Amli was left waiting in the dank, dark cave for an opponent that seemed to be smarter than Amli was giving them credit for.

Amli wrote:

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

Displayed: , Kikko Armor, , , , ,
Deck: 6 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
- 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 Seoni/Morbus Iff turn 13, under the Blessing of the Gods:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Explore (1), Lonely Island Card 1:

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

Check to Acquire Blessing of Gorum, Strength 4: 1d4 + 1d4 ⇒ (4) + (2) = 6: Success.
Blessing of Gorum is acquired.

Discard Blessing of Gorum to explore again.
Explore (2), Lonely Island Card 2:

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

Check to Acquire Magic Chain Shirt, Constitution 5: 1d6 + 1d4 ⇒ (1) + (4) = 5: Success.
Magic Chain Shirt is acquired.

I need to get an ally in hand to close this location. Display Sphere of Fire. Do nothing with it.
Check to recharge Sphere of Fire when it is discarded, Arcane 9: 1d12 + 1 + 2 + 1d4 ⇒ (2) + 1 + 2 + (4) = 9: Success. Sphere of Fire is recharged.
End Your Turn: Reset Your Hand, discard Magic Chain Shirt (AC 1), Potion of Fortitude (AC 1).
End Your Turn: Reset Your Hand, draw 2: Turtle (phew), Blessing of Besmara.

Seoni wrote:

Hand: Find Traps (AC 1), Life Drain, Turtle, Blessing of Besmara, Aqueous Orb (AC 1), Spellbook,

Displayed:
Deck: 11 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.
(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


Drelm {UI} - Matsu Kurisu wrote:
*******

Sorry, wrong table :-(

Please ignore this post


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

Flip- Blessing of the Gods

Radovan moves over to Mancatcher Cove. Radovan stabs at a Bunyip. Combat 9+1: 2d8 + 1d6 + 1 + 1d4 ⇒ (2, 4) + (3) + 1 + (1) = 11 Reveal Short Sword +1 and discard Blessing of Besmara for additional die, auto-fail BYA

Discarding Blessing of the Ancients to examine then encounter top card- Topaz of Strength.
Strength 7+1: 1d8 ⇒ 4
Recharging Compass to move to Tempest Cay- examine top card- Master Gunner

Summary
Location = #3: Mancatcher Cove; currently at Tempest Cay
Acquired =
Banished = #3 of Mancatcher Cove: Bunyip, #4 of Mancatcher Cove: Topaz of Strength
Examined = #3 of Tempest Cay: Master Gunner

Radovan wrote:

Hand: Stalking Armor, Short Sword +1, Blood Periapt, Kama, Arnisant,

Displayed: Quang- Leather Armor, Norge- ,
Deck: 6 Discard: 5 Buried: 0
Notes: T-shirt Re-roll: used ; Playmat- Available. Blessings are available to use. Die Bump X1
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 Gorum

Move
Korundo recognizes we are close to the endgame so he moves to Cannibal Island to guard.

Explore
Korundo is not stupid enough to explore Cannibal Island at this time.

End of turn
Recharge Desna's Star to recharge Blessing of the Ancients 1.

Reset Hand. After reseting hand bury Frilled Lizard

"

Korundo wrote:

Hand: Animal Call, Crocodile Skin Armor, Aspect of the Falcon, Bat,

Displayed: Python,
Deck: 12 Discard: 1 Buried: 1
Notes: current power feat activated: 1d4 to checks invoking 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:
Python

Traits: Animal
Display this card. While displayed you gain the skill Fortitude: Constitution+2.
While displayed, after you attempted a combat check against a monster, you may use the results of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card


Dark Archive

Deck handler link

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

Blessing = Turn 16 / Blessing of Gozreh

Start of Turn
At: Tempest Cay
Storm damage: 1d6 ⇒ 2 Tempest Cay +1SD = 3SD
Ship wrecked
Storm moves to: 1d7 ⇒ 6

AutoRecharge Cure (Radovan) Heal: 1d4 + 1 ⇒ (3) + 1 = 4

Free Explore = 3: Master Gunner, Ally B: Charisma 8
Auto failed

End of Turn
Reveal Blue Star, HS+1
Draw up Call Potion, Corrosive Dagger +1

Summary
Location = Tempest Cay
Acquired =
Banished = 3: Master Gunner
Examined =
Move =

From Box =
Displayed = Storm @ Rocky Cliff

plunder =
Give =
Used =

Other = Radovan healed 4

Damiel wrote:

Hand: Galvanic Chakram +1, ac Magic Weapon, Blue Star, Potion of Healing, Call Potion, Corrosive Dagger +1,

Displayed: , , , , , ,
Deck: 9 Discard: 3 Buried: 1
Notes: Magic Weapon: +1d4 if playing a weapon. Available

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

Damiel - correction
Was missing repair ship check :-(

................
Storm moves to Rocky Cliff
Give: No
Move: No
Repair Ship: Craft 4: 1d10 + 3 ⇒ (9) + 3 = 12 - Ship Repaired :-)
..........


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

Starting Amli's turn under Blessing of Erastil.

At the start of her turn, Amli resolves Mancatcher Cove's location power.

Location Power, Fortitude 6: 1d10 + 2 ⇒ (6) + 2 = 8

Amli gives up on waiting for their foes to show up and decides to brave the cove's stench, all the while calling any merfolk that might be listening cowards, and demanding they show themselves to face her. She delves deeper.

Exploring Mancatcher Cove. Amli encounters Card 3: Bunyip. Resolving BYA.

BYA, Wisdom 9: 1d10 ⇒ 9

Lucky! Now Amli will reveal her Greatsword to use her Melee + 2d6 for the combat check, and then display her Fireproof O-yoroi to add 1 to her check.

CtD Combat, Melee 9: 1d8 + 2d6 + 4 ⇒ (1) + (5, 3) + 4 = 13

Amli's name-calling continues to only attract the attention of the local fauna. However, the anger from having witnessed one of the crew members to these beasts motivates her. She presses on and continues deeper into the cove.

Discard Camel to explore again and encounter Card 4: Topaz of Strength. I will display Strength to give myself +3.

CtA Strength 7: 1d8 + 5 ⇒ (8) + 5 = 13

Amli comes upon a curious looking stone. It seems to be magical so she keeps it. Exhausted from running around the cove, Amli stops to catch her breath.

Amli ends her turn. When she does, she retrieves her Fire-proof O-yoroi and tries to recharge Strength.

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

Then, Amli resets her hand.

Amli wrote:

Hand: Fireproof O-yoroi, Greatsword, Wolfhide Armor, (Acquired)Topaz of Strength, Hammer, ,

Displayed: , Kikko Armor, , , , ,
Deck: 6 Discard: 5 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
- 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 Seoni/Morbus Iff turn 18, under the Blessing of Gorum:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Explore (1), Lonely Island Card 3:

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

Discard Life Drain to use Arcane + 2d4 for combat check.
Check to Defeat Sea Devil, Combat 13: 1d12 + 1 + 2 + 2d4 + 1d4 ⇒ (5) + 1 + 2 + (4, 4) + (3) = 19: Success. Sea Devil is banished.
Check to Recharge Life Drain, Arcane 9: 1d12 + 1 + 2 + 1d4 ⇒ (2) + 1 + 2 + (1) = 6: Failure. Life Drain is discarded.
Random card from discard pile into my deck: Blessing of Gorum (AC 1). My deck is shuffled.

When closing: Banish Turtle. Lonely Island is now closed.
When permanently closed: Random ally from the box, recharged: Dwarf Caiman (AC 1).

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

Seoni wrote:

Hand: Find Traps (AC 1), Blessing of the Spellbound (2), Blessing of Gorum (AC 1), Blessing of Besmara, Aqueous Orb (AC 1), Spellbook,

Displayed:
Deck: 11 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.
(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


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

As morph pointed out, I messed up in my last post. The cards Amli encountered had already been banished by Radovan. I reverted my deck handler to it's previous state and will take my turn again, starting from after the start of turn check at Mancatcher Cove.

Amli wrote:

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

Displayed: , Kikko Armor, , , , ,
Deck: 6 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
- 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.

For her first exploration, Amli actually encountered Card 5: Zul, a weapon 2. She is going to display Strength to help with the check to acquire.

CtA Melee 12: 1d8 + 3 + 3 ⇒ (6) + 3 + 3 = 12

Acquired! Great! Then, when Amli discarded her Camel, she actually encountered Card 6: Barroom Brawl. Strength is still in effect giving Amli +3 to her Strength.

CtD Melee 7: 1d8 + 6 ⇒ (3) + 6 = 9

Success! Now Amli can reset her hand, which is mostly unchanged except she swapped out the Topaz of Strength for Zul. I also found no reason to change the check to recharge Strength or which card I drew in my last post, so I left those the same. Willing to fix if need be.

Amli wrote:

Hand: Fireproof O-yoroi, Greatsword, Wolfhide Armor, (Acquired)Zul, Hammer, ,

Displayed: , Kikko Armor, , , , ,
Deck: 6 Discard: 5 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
- 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.


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.


Acquired Cards:

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

Aqueous Orb (Spell 2)

Spoiler:
Aqueous Orb
Spell 2
Traits: Magic Arcane Divine Attack Bludgeoning Elite
To Acquire: Intelligence Arcane Wisdom Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

Blessing of Gorum (Blessing B)

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

Blessing of the Gods (Blessing B)

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.

Crimson Cogward (Ally 1)

Spoiler:
Crimson Cogward
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Cutlass +1 (Weapon B)

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

Dwarf Caiman (Ally B)

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

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.

Find Traps (Spell B)

Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Leather Armor (Armor B)

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

Magic Chain Shirt (Armor B)

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.

Magic Leather Armor (Armor B)

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.

Magic Weapon (Spell B)

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.

Potion of Fortitude (Item B)

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

Zul (Weapon 2)

Spoiler:
Zul
Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

Plunder:

1. Weapon
2. Spell

(BR Only)

Spoiler:

PLNSoV8a413nM3IpTVoDpj7OxJ/B3lklO6zIUiyjfHFEZeIQ4o1mRaRhUCwRxd2pjm/2CQFtnXV Jgg==

Random Monsters:

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

Monster 2

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

Monster 3

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

Monster 4

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

Monster 5

Spoiler:
Reefclaw
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 11
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

Random Barriers:

Barrier 1
Spoiler:
Curse of the Deep
Barrier 2
Traits: Curse Aquatic Elite
To Defeat: Constitution Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Barrier 2

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

Barrier 3

Spoiler:
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.

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

Random Weapons:

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

Weapon 2

Spoiler:
Shock Musket +1
Weapon 1
Traits: Firearm Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Weapon 3

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

Weapon 4

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 5

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

Random Spells:

Spell 1
Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Fear
Spell B
Traits: Magic Arcane Divine Attack Mental Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
Frostbite
Spell C
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 5
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spell 4

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

Spell 5

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

Armor 2

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

Random Items:

Item 1
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 2

Spoiler:
Ring of the Beasts
Item 1
Traits: Accessory Magic Elite
To Acquire: Wisdom Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait.

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:
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.

Item 5

Spoiler:
Jolly Roger
Item 2
Traits: Object Swashbuckling
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

Random Allies:

Ally 1
Spoiler:
Dolphin
Ally C
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.

Ally 2

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

Ally 3

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

Ally 4

Spoiler:
Acolyte
Ally C
Traits: Human Elite
To Acquire: Arcane Divine Charisma Diplomacy 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 5

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

Random Blessings:

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

Blessing 2

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

Blessing 3

Spoiler:
Blessing of 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 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 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: 19 Radovan/grimsnik
Top of Blessing Discard Pile:

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

Blessings Remaining: 11

Blessings Deck Cards/Turn Order:

Blessings Deck Card 20 - Turn 20 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 21 - Turn 21 Damiel/Matsu Kurisu

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 22 - Turn 22 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 23 - Turn 23 Seoni/Morbus Iff

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

Blessings Deck Card 24 - Turn 24 Radovan/grimsnik

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

Blessings Deck Card 25 - Turn 25 Korundo/morph147

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

Blessings Deck Card 26 - Turn 26 Damiel/Matsu Kurisu

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

Blessings Deck Card 27 - Turn 27 Amli/Akaitora

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 28 - Turn 28 Seoni/Morbus Iff

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 29 - Turn 29 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 30 - Turn 30 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.

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.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: Korundo/morph147

Cannibal Isle Card 1 (Hirgenzosk):
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.
Scenario: After you encounter or banish the henchman Hirgenzosk, shuffle it into a random open location deck.
Cannibal Isle Card 2:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Cannibal Isle Card 3:
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.
Cannibal Isle Card 4:
Carver
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cannibal Isle Card 5:
Bull Shark
Monster 2
Traits: Animal Aquatic Elite
To Defeat: Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Cannibal Isle Card 6:
Sailor
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cannibal Isle Card 7:
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.
Cannibal Isle Card 8:
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.
Cannibal Isle Card 9:
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.
Cannibal Isle Card 10:
Canopy Creeper
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

Lonely Island
Closed
At This Location (Closed): If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/Morbus Iff

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.
At This Location (Closed): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora

Mancatcher Cove Card 1:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
"I smell your blood in the water, shorewalkers! Time to bleed some more!"
-Sea Devil Prince

Mancatcher Cove Card 2:
Curse of the Deep
Barrier 2
Traits: Curse Aquatic Elite
To Defeat: Constitution Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

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

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

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

Storm (Displayed):
Storm
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

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.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Matsu Kurisu, Radovan/grimsnik, Becalmed

Becalmed (Displayed):
Becalmed
Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Tempest Cay Card 1:
Mercenary
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Tempest Cay Card 2:
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.
Tempest Cay Card 3:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.
Tempest Cay Card 4:
Shark Skin Armor
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Tempest Cay Card 5:
Arcane Armor
Spell C
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.


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.

Card not Healed: 1d5 ⇒ 5- blessing of the ancients

Radovan gets hit by a mercenary lurking around the Tempest Cay. Combat 10+2: 1d8 + 1d6 + 1d4 + 2 ⇒ (3) + (2) + (2) + 2 = 9 Blood Periapt Fort 6: 1d8 + 2 ⇒ (2) + 2 = 4 for the 3 points of damage. display Pirate Captain next to Norge
Recharge Arnisant to explore
Random card: 1d5 ⇒ 5
Radovan finds a damaged scroll of Arcane Armor. INT 4: 1d4 ⇒ 1

Summary
Location = Tempest Cay
Acquired =
Banished = 5: Arcane Armor
Examined =
Move =

From Box =
Displayed =

plunder =
Give =
Used =

Radovan wrote:

Hand: Stalking Armor, Short Sword +1, Thieves' Tools, Kama, Surgeon,

Displayed: Quang- Leather Armor, Norge- Pirate Captain,
Deck: 9 Discard: 2 Buried: 0
Notes: T-shirt Re-roll: used ; Playmat- Available. Blessings are available to use. Die Bump X1
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."

Other = Tempest Cay is shuffled.


Korundo Deck Handler

Under the Blessing of Abadar

Korundo will not do anything this turn to prepare for final battle.

End of turn.
Discard Bat so I do not have to bury him.

Reset Hand

"

Korundo wrote:

Hand: Animal Call, Crocodile Skin Armor, Aspect of the Falcon, ac Magic Leather Armor, Blessing of Gozerh,

Displayed: Python,
Deck: 10 Discard: 2 Buried: 1
Notes: current power feat activated: 1d4 to checks invoking 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:
Python

Traits: Animal
Display this card. While displayed you gain the skill Fortitude: Constitution+2.
While displayed, after you attempted a combat check against a monster, you may use the results of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card


"

Dark Archive

Deck handler link

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

Blessing = Turn 21 / Blessing of Gorum

Start of Turn
At: Tempest Cay
Give: No
Move: No

AutoRecharge Potion of Healing (Damiel) Heal: 1d4 ⇒ 2
card NOT healed: 1d3 ⇒ 1 - ac Alchemical Glue

Free Explore Top Card: 1d4 ⇒ 3 - 3: Sea Devil, Henchman 2, To Defeat: Combat 13

Spoiler:
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.
Scenario: When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.[/s]

Recharge Corrosive Dagger +1 (+acid) 1d12+1+2d4+1
Combat 13: 1d12 + 1 + 2d4 + 1 ⇒ (6) + 1 + (3, 4) + 1 = 15 - Defeated

Tempest Cay.Attempt to Close: Intelligence 7
Intelligence 1d10, Recharge Seoni's Blessing of Gorum (AC 1) +1d10
Intelligence 7: 1d10 + 1d10 ⇒ (10) + (8) = 18 - Closed

End of Turn
Reveal Blue Star, HS+1
Draw up Blessing of the Quartermaster, Potion of Healing

Summary
Location = Tempest Cay CLOSED
Acquired =
Banished = 3: Sea Devil
Examined =
Move =

From Box =
Displayed =

plunder =
Give =
Used = Recharge Seoni's Blessing of Gorum (AC 1)

Other =

Damiel wrote:

Hand: Galvanic Chakram +1, ac Magic Weapon, Blue Star, Call Potion, Blessing of the Quartermaster, Potion of Healing,

Displayed: , , , , , ,
Deck: 11 Discard: 1 Buried: 1
"Notes: Magic Weapon: +1d4 if playing a weapon. Available
BoQuartermaster: +1d all checks. Available"

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 Blesing of the Gods.

At the start of Amli's turn, she resolves the Location Effect.

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

Amli will bury a card from her hand: Hammer.

Then Amli will explore. She encounters Mancatcher Cove Card 1: Sea Devil Prince, the villain!

Pausing here to allow Korundo to make his temp closing check.


Korundo Deck Handler

During Amli's turn

Attempt to temp close Cannibal Island. Use Blessing of Gozerh to add die.

Melee 6: 1d10 + 2 + 2d10 ⇒ (3) + 2 + (6, 10) = 21 Cannibal Island Temp closed.


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

Resuming turn.

There is no one else at Amli's location, so the villain's BYA does nothing.

For the first combat check, Amli will reveal and discard Zul to add +2d8. She will also display her Fireproof O-yoroi to add 1.

CtD Combat, Melee 14: 1d8 + 3 + 1d8 + 1 + 1d8 + 1 ⇒ (8) + 3 + (1) + 1 + (6) + 1 = 20

For the second check, Amli will reveal and discard her Greatsword to add +2d6+1d8 to her check. She will additionally display her Wolfskin armor to add another +1. She will also discard Damiel's Blessing of the Quartermaster and Seoni's Blessing of the Spellbound to add a die.

CtD Combat, Melee 17: 3d8 + 3 + 2d6 + 1d8 + 1 ⇒ (1, 8, 7) + 3 + (1, 4) + (8) + 1 = 33

We Win!


Development

You have routed the sea devils, convincing them to seek easier prey. Fortunately, they took their dragon turtle with them. At last, you have the time to make repairs to your ship. The sailors unroll a large sheet of canvas, securing it over the hull damage with wooden wedges. It’s not a permanent solution, but it will do for now.

The unrolled canvas inspires another memory. You suddenly recall where you’ve seen the colored curtains that surround you: on the Hao Jin Tapestry itself, on a particularly motley section of patchwork with tiny lines of colored thread. You’ve been told that fabric of the tapestry itself—its colors and patterns—sometimes reflects the realms within it. You have some records about the tapestry stored in the captain’s quarters. It’s time to look them over to see where you are.

Maybe you can use them to get out of this baffling demiplane.

Reward

For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Totem Necklace and 1 character may temporarily replace 1 armor in his deck with the armor Shark Skin Armor.
At the end of each scenario, return these cards to the game box.

Acquired Cards

Alchemical Glue (Item 1)
Aqueous Orb (Spell 2)
Blessing of Gorum (Blessing B)
Blessing of the Gods (Blessing B)
Crimson Cogward (Ally 1)
Cutlass +1 (Weapon B)
Dwarf Caiman (Ally B)
Eye Patch (Item B)
Find Traps (Spell B)
Leather Armor (Armor B)
Magic Chain Shirt (Armor B)
Magic Leather Armor (Armor B)
Magic Weapon (Spell B)
*Pistol (Weapon B)
Potion of Fortitude (Item B)
*Protect (Spell 2)
Zul (Weapon 2)

1x Weapon 2
2x Weapon B
2x Spell 2
2x Spell B
3x Armor B
1x Item 1
2x Item B
1x Ally 1
1x Ally B
2x Blessing B


5-2B: Secrets in Driftwood

Coruscating sheets of light surround you in this strange, patchwork place. A curtain of orange stretches across the horizon to the northeast, while pale red shimmers to the west and emerald to the south. Certain that you’d seen this pattern of color on the Hao Jin Tapestry itself, you went to the captain’s cabin to consult your records of the Hao Jin Tapestry. The records were gone.

In fact, the entire sea chest in which you kept notes and relics of the Pathfinder Society was gone. The splintered cabin door, right next to the hastily-repaired hole the sea devils made in your hull, left little doubt as to what occurred: they broke into this cabin and stole the chest. Other valuables were also missing: gold adornments, a magical rapier, and an antique spyglass mounted on the wall. But the loss of the sea chest is what stings the most, as the records there could perhaps tell you not only where you are, but how to escape.

You’re considering how best to go after the sea devils when the tengu Rekkish, your ship’s surgeon, interrupts you. “My friends,” she says in her clipped speech, “I’ve been sent to tell you the patches are leaking. We need supplies for permanent repairs.” You’re a bit surprised the tengu can focus on the ship’s troubles while her woes are so fresh: The sea devils took her brother during the attack, and his body still hasn’t been found. You thank the surgeon and return topside to consider what to do next.

The materials you need can surely be found in the jutting wrecks of the shipwreck graveyard near the shimmering emerald curtain to the south. But the curtain makes the crew uneasy. Unlike the orange curtain, which has small islands before and behind it, and the pale red curtain, which has a larger land mass beyond it, the emerald one is opaque. Any number of terrors could lurk behind it.

Superstition, so common among sailors, has rumors already running rampant. You’d best get into the wrecks, take what you need, and get out... ideally before you find out whether any of those rumors are true.


During This Adventure: Your ship is Feathered Devil.

During This Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.
When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.
When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.

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:

Whalebone Pilk (Villain)
Spoiler:
Whalebone Pilk
Villain 2
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait.

Shipwreck (Henchman)

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

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 (Isn't Afraid of Ghosts)

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.
5-1E Reward: You may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

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.

Scurvy Zombie (Summon)

Spoiler:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait.

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.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait.

The Ancient Mariner (Summon)

Spoiler:
The Ancient Mariner
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait.

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 Seoni/Morbus Iff
Blessings Remaining: 30

Fog Bank
At This Location (Open): After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
At This Location (Closed): No effect.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Shipwreck Graveyard
At This Location (Open): At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Windward Isle
At This Location (Open): If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
At This Location (Closed): If you start your turn at this location, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Raker Shoals
At This Location (Open): At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
At This Location (Closed): No effect.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Holy Isle
At This Location (Open): If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: None

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

Tower
At This Location (Open): At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
At This Location (Closed): At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


Korundo Deck Handler

Starting location: Shipwreck Graveyard My survival is a d8+4 currently so I auto-succeed here so its ok I start here.

Starting Cohort: Leryn

"

Korundo wrote:

Hand: Blessing of the Ancients 1, Dimorphodon, Blessing of the Ancients 2, Desna's Star, Cure,

Displayed: Leryn,
Deck: 11 Discard: 0 Buried: 0
Notes: current power feat activated: None.

Sideboard cards:

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

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

Proficient with: Light Armors □Heavy Armors Weapons

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

Cohorts:
Leryn

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


"


Deck Handler (custom). Sorcerer + UM.

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

Ship vote
= Feathered Devil

Starting location
= Fog Bank

Seoni wrote:

Hand: Life Drain, Sphere of Fire, Blessing of the Spellbound (1), Blessing of the Gods (1), Blessing of the Spellbound (2), Wand of Detect Magic,

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.
(5-2A Scenario Reward:) For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Totem Necklace and 1 character may temporarily replace 1 armor in his deck with the armor Shark Skin Armor. At the end of each scenario, return these cards to the game box.

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

Dark Archive

Deck handler link

Damiel - 5-2B: Secrets in Driftwood

Loot
= None

Ship vote
= Feathered Devil

Starting Location
= Tower

Upgrades
= Delve in, Call Potion out

Starting Hand

Damiel wrote:

Hand: Cure, Blue Star, Poisoned Sand Tube, Aklys, Blessing of the Quartermaster 2, ,

Displayed: , , , , , ,
Deck: 11 Discard: 0 Buried: 0
"Notes: BoQuartermaster: +1d all checks. Recharges on non combat. Prefer to use on that.
Cure: 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 +1
- 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 at Holy Isle.

Amli wrote:

Hand: Kikko Armor, Blessing of the Gods 3, Hammer, Longspear, Fireproof O-yoroi, ,

Displayed: , , , , , ,
Deck: 11 Discard: 0 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
- 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; 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)

Starting at the tower.

Radovan wrote:

Hand: Zae, Hrym, Appleslayer, Amadi, Blessing of the Gods,

Displayed: Quang- , Norge- ,
Deck: 11 Discard: 0 Buried: 0
Notes: T-shirt Re-roll: available ; Playmat- Available. Blessings are available to use. Die Bump X1
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+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."


During This Adventure: Your ship is Feathered Devil.

During This Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.
When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.
When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.

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:

Whalebone Pilk (Villain)
Spoiler:
Whalebone Pilk
Villain 2
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait.

Shipwreck (Henchman)

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

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 (Isn't Afraid of Ghosts)

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.
5-1E Reward: You may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

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.

Scurvy Zombie (Summon)

Spoiler:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait.

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.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait.

The Ancient Mariner (Summon)

Spoiler:
The Ancient Mariner
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait.

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.


Acquired Cards:

Plunder:

1. Spell

(BR Only)

Spoiler:

1. Arcane Armor (Spell B)

Random Monsters:

Monster 1
Spoiler:
Nirento
Monster 2
Traits: Plant
To Defeat: Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

Monster 2

Spoiler:
Giant Wasp
Monster 2
Traits: Animal Elite
To Defeat: Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

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:
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.

Monster 5

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.

Random Barriers:

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

Barrier 2

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

Barrier 3

Spoiler:
Bucket Brigade
Barrier C
Traits: Task Fire Elite
To Defeat: Constitution Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Barrier 4

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 5

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.

Random Weapons:

Weapon 1
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 2

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

Weapon 3

Spoiler:
Dragon Pistol +1
Weapon 2
Traits: Firearm Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged Craft 12
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 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 this location.

Weapon 4

Spoiler:
Boarding Pike
Weapon C
Traits: Polearm Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 5

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.

Random Spells:

Spell 1
Spoiler:
Detect Magic
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 2
During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

Spell 2

Spoiler:
Inflict
Spell C
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:
Geyser
Spell 2
Traits: Magic Arcane Divine Fire Attack
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spell 4

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

Random Armor:

Armor 1
Spoiler:
Chain 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 2

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

Armor 3

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

Armor 4

Spoiler:
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 5

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

Random Items:

Item 1
Spoiler:
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 2

Spoiler:
Thieves' Tools
Item B
Traits: Tool Basic
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

Item 3

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

Item 4

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

Item 5

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.

Random Allies:

Ally 1
Spoiler:
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

Ally 2

Spoiler:
Old Salt
Ally C
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.

Ally 3

Spoiler:
Old Salt
Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.

Ally 4

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

Ally 5

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

Random Blessings:

Blessing 1
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 2

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

Blessing 3

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

Blessing 4

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

Blessing 5

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

Turn: 1 Seoni/Morbus Iff
Top of Blessing Discard Pile:

Blessing of Gozreh:
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 Remaining: 29

Blessings Deck Cards/Turn Order:

Blessings Deck Card 2 - Turn 2 Radovan/grimsnik

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 3 - Turn 3 Korundo/morph147

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

Blessings Deck Card 4 - Turn 4 Damiel/Matsu Kurisu

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 5 - Turn 5 Amli/Akaitora

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

Blessings Deck Card 6 - Turn 6 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 7 - Turn 7 Radovan/grimsnik

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

Blessings Deck Card 8 - Turn 8 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 9 - Turn 9 Damiel/Matsu Kurisu

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 10 - Turn 10 Amli/Akaitora

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.

Blessings Deck Card 11 - Turn 11 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 12 - Turn 12 Radovan/grimsnik

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 13 - Turn 13 Korundo/morph147

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

Blessings Deck Card 14 - Turn 14 Damiel/Matsu Kurisu

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

Blessings Deck Card 15 - Turn 15 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 16 - Turn 16 Seoni/Morbus Iff

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

Blessings Deck Card 17 - Turn 17 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 18 - Turn 18 Korundo/morph147

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

Blessings Deck Card 19 - Turn 19 Damiel/Matsu Kurisu

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

Blessings Deck Card 20 - Turn 20 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 21 - Turn 21 Seoni/Morbus Iff

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

Blessings Deck Card 22 - Turn 22 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 23 - Turn 23 Korundo/morph147

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

Blessings Deck Card 24 - Turn 24 Damiel/Matsu Kurisu

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

Blessings Deck Card 25 - Turn 25 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 26 - Turn 26 Seoni/Morbus Iff

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

Blessings Deck Card 27 - Turn 27 Radovan/grimsnik

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

Blessings Deck Card 28 - Turn 28 Korundo/morph147

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

Blessings Deck Card 29 - Turn 29 Damiel/Matsu Kurisu

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

Blessings Deck Card 30 - Turn 30 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.

Fog Bank
At This Location (Open): After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
At This Location (Closed): No effect.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/Morbus Iff

Fog Bank Card 1:
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.
Fog Bank Card 2:
Rage
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Fog Bank Card 3:
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.
Fog Bank Card 4:
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.
Fog Bank Card 5:
Shipwreck
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.
Scenario: When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.
Fog Bank Card 6:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Fog Bank Card 7:
Canopy Creeper
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Fog Bank Card 8:
Harpoon Trap
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Fog Bank 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.
Fog Bank Card 10:
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.

Shipwreck Graveyard
At This Location (Open): At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Korundo/morph147

Shipwreck Graveyard Card 1:
Shipwreck
Henchman C
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.
Scenario: When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.
Shipwreck Graveyard Card 2:
Sea Drake
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Shipwreck Graveyard Card 3:
Drowning Spikes Trap
Barrier 1
Traits: Trap Aquatic
To Defeat: Dexterity Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Shipwreck Graveyard Card 4:
Skeleton
Monster C
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Shipwreck Graveyard Card 5:
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.
Shipwreck Graveyard Card 6:
Curse of the Deep
Barrier 2
Traits: Curse Aquatic Elite
To Defeat: Constitution Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Shipwreck Graveyard Card 7:
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.
Shipwreck Graveyard Card 8:
Stanching Buckler
Armor 2
Traits: Shield Magic Elite
To Acquire: Constitution Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.
Shipwreck Graveyard Card 9:
Longsword
Weapon C
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Shipwreck Graveyard Card 10:
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.

Windward Isle
At This Location (Open): If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
At This Location (Closed): If you start your turn at this location, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Windward Isle Card 1:
Cutlass +1
Weapon B
Traits: Sword Melee Slashing Finesse Swashbuckling Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
Windward Isle Card 2:
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.
Windward Isle Card 3:
Saltwater Ogre
Monster C
Traits: Giant Ogre Aquatic
To Defeat: Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Windward Isle Card 4:
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.
Windward Isle Card 5:
Dagger
Weapon B
Traits: Knife Ranged Piercing Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Windward Isle Card 6:
Shipwreck
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.
Scenario: When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.
Windward Isle Card 7:
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.
Windward Isle Card 8:
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.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait.
Windward Isle Card 9:
Becalmed
Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Windward Isle Card 10:
Curse of the Deep
Barrier 2
Traits: Curse Aquatic Elite
To Defeat: Constitution Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Raker Shoals
At This Location (Open): At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
At This Location (Closed): No effect.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Raker Shoals Card 1:
Buoyancy
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 3
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
Raker Shoals Card 2:
Spiked Log Trap
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Raker Shoals Card 3:
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.
Raker Shoals Card 4:
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.
Raker Shoals Card 5:
Illusory Wall
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Raker Shoals Card 6:
Shortbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Raker Shoals Card 7:
Storm
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Raker Shoals Card 8:
Potion of Fortitude
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Raker Shoals Card 9:
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.
Raker Shoals Card 10:
Shipwreck
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.
Scenario: When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.

Holy Isle
At This Location (Open): If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: Amli/Akaitora

Holy Isle Card 1:
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.
Holy Isle Card 2:
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.
Holy Isle Card 3:
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.
Holy Isle Card 4:
Safe Harbor
Spell 2
Traits: Magic Arcane Healing
To Acquire: Intelligence Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Holy Isle Card 5:
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.
Holy Isle Card 6:
Holy Stone
Spell 1
Traits: Magic Divine Attack Ranged Elite
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Holy Isle Card 7:
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.
Holy Isle Card 8:
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.
Holy Isle Card 9:
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.
Holy Isle Card 10:
Shipwreck
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.
Scenario: When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.

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

Sea Caves Card 1:
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.
Sea Caves Card 2:
Mercenary
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Sea Caves Card 3:
Shipwreck
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.
Scenario: When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.
Sea Caves Card 4:
Pirate Hunting
Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Sea Caves Card 5:
Giant Moray Eel
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Sea Caves Card 6:
Confusion
Spell B
Traits: Magic Arcane Divine Mental Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Sea Caves Card 7:
Wooden Armor
Armor C
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
Sea Caves 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.
Sea Caves Card 9:
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.
Sea Caves Card 10:
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.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

Tower
At This Location (Open): At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
At This Location (Closed): At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Matsu Kurisu, Radovan/grimsnik

Tower Card 1:
Jolly Roger
Item 2
Traits: Object Swashbuckling
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
Tower Card 2:
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.
Tower Card 3:
Bucket Brigade
Barrier B
Traits: Task Fire Elite
To Defeat: Constitution Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Tower Card 4:
Port Peril Corsair
Monster 2
Traits: Elf Pirate Veteran
To Defeat: Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Tower Card 5:
Whalebone Pilk
Villain 2
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait.
Scenario: When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.
Tower Card 6:
Seeking Harpoon +1
Weapon 2
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Magic Elite
To Acquire: Dexterity Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.
If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
Tower Card 7:
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.
Tower Card 8:
Coral Capuchin
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Tower Card 9:
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.
Tower 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.


Deck Handler (custom). Sorcerer + UM.

During Seoni/Morbus Iff turn 1, under the Blessing of Gozreh:
Turn order: Radovan/grimsnik, Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Seoni/Morbus Iff.

Explore (1), Fog Bank Card 1:

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

Check to acquire Blessing of Erastil, Dexterity 4: 1d6 ⇒ 3: Failure. Blessing of Erastil is banished.

Discard Blessing of the Gods (1) to explore again. Explore (2), Fog Bank Card 2:

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

Check to acquire Rage, Arcane 6: 1d12 + 2 + 2 ⇒ (4) + 2 + 2 = 8: Success. Rage is acquired.

End Your Turn: Reset Your Hand, discard 0, draw 0.

Seoni wrote:

Hand: Life Drain, Sphere of Fire, Blessing of the Spellbound (1), Rage (AQ 1), Blessing of the Spellbound (2), Wand of Detect Magic,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes:
Sideboard:

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

Traits: Female, Human, Sorcerer

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

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

Season of Tapestry's Tides:
(Seized Ships:) At the start of a scenario, you may cross off a ship you have seized (5-1A: Wormwood, ...) to use that ship instead of the Feathered Devil.
(5-1A Scenario Reward:) For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.
(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.
(5-2A Scenario Reward:) For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Totem Necklace and 1 character may temporarily replace 1 armor in his deck with the armor Shark Skin Armor. At the end of each scenario, return these cards to the game box.

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

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