Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
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.)
5-1A: 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.
5-2A: 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.
5-2B: For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with the loot Rekkish and 1 character may temporarily replace 1 ally with the loot Rickety Hake. At the end of each scenario, return these cards to the game box.
5-2C: For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Brine’s Sting, and 1 character may temporarily replace 1 item in his deck with the loot Farglass.
5-2D: For the rest of the Adventure Path, 1 character may temporarily replace 1 armor in her deck with the lootBu ccaneer’s Breastplate, and 1 character may temporarily replace 1 item in his deck with the loot Svingli’s Eye.
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.
1) Merchantman - Class 0
Spoiler:
Ship B
Class 0
When Encountering
To Defeat:
Wisdom/Survival 5
OR
Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding
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 (Wrecked)
To Repair:
Craft 6
If you fail to defeat a bane that has the Pirate trait, bury a card.
2) Shackles Pirate Ship - Class 0
Spoiler:
Ship B
Class 0
When Encountering
To Defeat:
Dexterity/Disable 8
OR
Wisdom/Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding
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 (Wrecked)
To Repair:
Craft 5
When your ship is dealt damage, add 1 to the amount of damage dealt.
3) Feathered Devil - Class 1
Spoiler:
Ship 1
Class 1
When Encountering
To Defeat:
Charisma/Diplomacy 5
OR
Wisdom/Survival 7
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked)
To Repair:
Craft 4
When you would discard an ally for its power, bury it instead.
4) Man's Promise - Class 1
Spoiler:
Ship 1
Class 1
When Encountering
To Defeat:
Wisdom/Survival 6
OR
Charisma/Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding
You may discard a card from the blessings deck to explore your location.
When Commanding (Wrecked)
To Repair:
Craft 6
Other characters may not move with this ship.
5) Truewind - Class 1
Spoiler:
Ship B
Class 1
When Encountering
To Defeat:
Intelligence/Knowledge 8
OR
Wisdom/Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding
You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding (Wrecked)
To Repair:
Craft 7
The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
6) Sea Chanty - Class 3
Spoiler:
Ship B
Class 3
When Encountering
To Defeat:
Wisdom/Survival 6
OR
Charisma/Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding (Wrecked)
To Repair:
Craft 5
The difficulty of your check to acquire a boon is increased by 1.
7) Wormwood - Class 5
Spoiler:
Ship B
Class 5
When Encountered
To Defeat:
Dexterity/Acrobatics 9
OR
Wisdom/Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding (Wrecked)
To Repair:
Craft 8
At the start of your turn, banish this card and exchange it for the ship Merchantman.
8) Dominator - Class 6
Spoiler:
Ship B
Class 6
When Encountering
To Defeat:
Wisdom/Survival 8
OR
Dexterity/Ranged 11
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
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 (Wrecked)
To Repair:
Craft 7
Remove the Swashbuckling trait from all of your checks.
9) Goblin Weidling - Class 0
Spoiler:
Ship P
Class 0
When Encountering
To Defeat:
Dexterity Stealth 5 OR Wisdom Survival 4
Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding
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 (Wrecked)
To Repair: Strength 4
When you encounter a card, all other characters at this location move to a random closed location.
10) Mistmourn - Class 5
Spoiler:
Ship P
Class 5
When Encountering
To Defeat:
Dexterity Acrobatics 11 OR Wisdom Survival 9
When Encountering This Ship: If any character would discard cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
When Commanding (Wrecked)
To Repair: Craft 7
Whenever you banish cards, banish 1 additional card from your hand.
11) Magpie Princess - Class 6
Spoiler:
Ship P
Class 6
When Encountering
To Defeat:
Dexterity Disable 10 OR Wisdom Survival 8
When Encountering This Ship: Before you act, each character at this location must bury a card.
When Commanding
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 (Wrecked)
To Repair: Craft 6
At the start of your turn, roll 1d4; on a 1, bury a card.
12) Thresher - Class 2
Spoiler:
Thresher
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
When Commanding
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.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
13) Devil's Pallor - Class 2
Spoiler:
Devil's Pallor
Ship 2
Class 2
Check to Defeat
Wisdom
Survival
7
OR
Constitution
Fortitude
9
When Encountered
If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding
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.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
14) Deathknell - Class 7
Spoiler:
Deathknell
Ship 2
Class 7
Check to Defeat
Divine
7
OR
Wisdom
Survival
9
When Encountered
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check against a monster.
If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.
15) Dowager Queen - Class 3
Spoiler:
Dowager Queen
Ship 3
Class 3
Check to Defeat
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
When Encountered
You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
Check to Repair
Craft
6
When Commanding (Wrecked)
The difficulty of your check to acquire an ally is increased by 2.
16) Kraken - Class 3
Spoiler:
Kraken
Ship 3
Class 3
Check to Defeat
Strength
Melee
10
OR
Wisdom
Survival
8
When Encountered
On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
17) Sanbalot - Class 3
Spoiler:
Sanbalot
Ship 3
Class 3
Check to Defeat
Dexterity
Stealth
9
OR
Wisdom
Survival
7
When Encountered
Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding
This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
18) Blood Moon - Class 4
Spoiler:
Blood Moon
Ship 4
Class 4
Check to Defeat
Wisdom/Survival 9 OR Arcane/Divine 11
When Encountered
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
When Commanding
Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
Check to Repair
Craft 7
When Commanding (Wrecked)
When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.
19) Come What May - Class 4
Spoiler:
Come What May
Ship 4
Class 4
Check to Defeat
Wisdom/Survival 10 OR Charisma/Diplomacy 11
When Encountered
You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May. Reduce Structural damage to this ship by 1.
When Commanding
At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.
Check to Repair
Craft 8
When Commanding (Wrecked)
After you reset your hand, discard any cards that have the Aristocrat or Captain trait.
20) Wavecrest - Class 4
Spoiler:
Wavecrest
Ship 4
Class 4
Check to Defeat
Wisdom/Survival 10 OR Constitution/Fortitude 11
When Encountered
If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
When Commanding
Reduce Structural damage to this ship by 1 for each character on the ship.
If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.
Check to Repair
Craft 7
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.
21) Wanton Wastrel - Class 5
Spoiler:
Wanton Wastrel
Ship 5
Class 5
Check to Defeat
Wisdom/Survival 10 OR Charisma/Diplomacy 12
When Encountered
Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.
When Commanding
You may discard any number of cars from the blessings deck to reduce Structural damage dealt to your ship by that number.
Check to Repair
Craft 6
When Commanding (Wrecked)
When you bury any cards from your hand, bury 1 additional card.
22) Abrograil's Fury Class 6
Spoiler:
Abrogail's Fury
Ship 6
Class 6
Check to Defeat
Dexterity/Ranged 13 OR Wisdom/Survival 11
When Encountered
Before you act, recharge 1d4 random cards from your hand.
When Commanding
Reduce Structural damage to this ship by 3.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.
Check to Repair
Craft 8
When Commanding (Wrecked)
Reduce structural damage to this ship by 1.
Remove the Swashbuckling trait from all of your checks.
23) Filthy Lucre Class 7
Spoiler:
Filthy Lucre
Ship 6
Class 7
Check to Defeat
Wisdom/Perception/Survival 13
THEN
Survival/Charisma/Diplomacy 13
When Encountered
If any check to defeat has the Swashbuckling trait, add 2 to it.
When Commanding
Reduce structural damage to this ship by 3.
You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.
Check to Repair
Craft 9
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Wereshark Pirate.
Reduce Structural damage to this ship by 2.
24) Apparatus of the Octopus - Class 5
Spoiler:
Apparatus of the Octopus
Ship 5
Class 5
Check to Defeat
Intelligence/Arcane/Craft 6 OR Wisdom/Survival 12
When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or
Fortitude 9 check or discard a weapon, an armor, or
an ally.When Commanding
When you encounter a bane that has the weather trait you may recharge a card to evade it.
Check to Repair
Arcane/Craft 6
When Commanding (Wrecked)
When you discard cards as structural damage, they must be either spells or discarded at random.
If anyone here is interested. I added some info to help pbp ACG games by using a chrome plugin to speed up generating player turns. I just found the plugin today so will be testing it out but figured it may be worthwhile for others to test and see if it works for them. Information can be found as the first reply to the following thread:
Some ground guidelines (not rules, but I encourage you follow them):
1. Communication Information:
-Use the Hangouts channel for strategy discussions, rules questions and the like.
-Use the discussion tab for Scenario rewards and other administrative items.
-Use the Gameplay tab for start of scenario information, turns and the like.
-If you’ve played PBP, you should know: it is always a good idea to ctrl-A,ctrl-C to copy your post before clicking Submit. You only have to lose one or two epic posts to the vagaries of the Internet before this becomes a habit.
-Bookmark your campaign page or this table’s main page so that the tabs display whether there are new posts. If you are using the Paizo campaign tools, then the campaign page is updated to more easily see if you have unread posts.
2. I will post the locations without cards so you can post starting location and starting hand. Unless you want to change it, the starting player of the next scenario will be the person who is scheduled to go next after the scenario conclusion.
3. With the exception of the initial post, don’t wait for me to post a scenario update before taking your turn. In general, I prefer to not post updates because they’re gigantic walls of text and get in the way of reading everyone’s great roleplay and what other people did on their turns and what cards they have available. I’ll post an update whenever decks are shuffled, locations are closed, a new page starts up, or if it’s simply just been a while (3-5 turns) when convenient to do so, but don’t expect me to be constantly posting them after every turn. When I do a refresh, I will try to post on the hangouts when starting it and when done.
4. Use your Notes wisely. The Notes section is a great way to share what cards are available for others to use, or if you have any relevant powers. I encourage you keep it up to date.
5. Bold actions that involve other players. If you’re using someone else’s card or if someone else at your location is impacted by something you do, bold that action and name that character so they don’t accidentally skip over it when skimming your post.
One option to help with some of the items above is to maintain a status sheet and use that (see resources below).
6. Include check types and difficulty in your dice tags. You should also list the outcome after the die roll; it helps when reading the post to make sure die roller is working as expected and everyone understands reasons for actions. One of these is far more readable than the other, and lets you know at a glance whether or not you succeeded without having to reference the other card: Combat 12: 1d10 + 1d4 + 5 ⇒ (1) + (1) + 5 = 7 Did not defeat Monster vs 1d10 + 1d4 + 5 ⇒ (6) + (2) + 5 = 13
7. If you are going to be unavailable for an extended period of time, please ensure that your deck handler is linked and available for other players, and provide instructions so that other players can bot your turn. I recommend putting the link in your alias Profile (put it in the Class line, and wrap it in the url tags so it turns into a link -- see "How to format your text" below the reply box for details on how to do that if you aren't sure)
8. There are no take-backs or retcons, with exception of invalid plays/turns and to a limited extent ignored instructions specified for other players. Use resources wisely, and keep in mind all the resources you and group have available and the other perks you get in Organized Play such as accessory re-rolls and die bumps.
Things that make gameplay smoother:
1. If a location is shuffled, you can continue to examine or explore cards in it by rolling a die to see which card you examine/explore. No need to wait on me to post an update first with the shuffled deck.
2. When encountering a card, be very explicit in what card you are encountering. This helps other players at the same location know where you left off so they don't accidentally encounter the same cards that you just got through and have to re-do their turn.
3. Use your Notes section to describe any cards or powers that can be used to assist other players on their turns and that you are willing to use. If you post that certain cards are available for use, state what the card does as well and/or make sure the information is available in your deck handler.
4. When something impacts another player (a power that affects all characters at your location, or you're playing one of their cards), bold that thing so that it stands out (and/or update State Sheet).
Things that make deck upgrades smoother:
1. Write a list of your 2-5 most desired deck upgrades, in order, and roll 1d1000 for each of them. Discussing loot distribution in Hangouts helps as well.
You can also post what you are looking for in your profile and/or Powers list to help people decide what resources to use when handling boons
2. That will let us look through those lists and see how we can get everyone their #1 preferred upgrade without lots of times lost in back-and-forth. If people are fighting over an upgrade, the d1000 roll is used to determine who gets it (highest roll wins).
Status Sheet to help with tracking info between BR refreshes
https://docs.google.com/spreadsheets/d/1hHU2H_cVJOTm_BTrhKu3U3m4dze0OGHwhrB kImQC3fI/edit#gid=0
Other Resources:
- [PFSACG] Flaxseed On Deck Adventure Card Guild Lodge
- Character sheet that adds a few things such as listing cards available in different piles as well as error checking when a card is added that is not in list and way to mark what cards are available for others to use
Howdy amigos! Looks like my existing ACG PBPs are slow to get moving again, and I'm jonesin' fer my fix. :)
Wondered if you'd be up for Mother Myrtle joining the party for scenario 2? (I played scenario 1 at GenCon last year with a different character last year, and can replay scenario 1 at home myself, so we would be on the same step of completing scenarios in the AP.)
no issues joining the game here. However there is a game that has three players you may want to check it out here is the link. I'm going to post something there as well.
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.
Acquired Cards (* = Plunder)
Coral Capuchin (Ally 1)
Captain (Ally B)
Besmaran Priest (Ally B)
Leather Armor (Armor B)
Cloth Armor (Armor C)
Chain Shirt (Armor B)
Blessing of Cayden Cailean (Blessing B)
Blessing of the Gods (Blessing B)
Potion of Lucubration (Item C)
Confusion (Spell B)
Pistol (Weapon B)
Fireblade (Spell B)*
Repelling Pike +1 (Weapon 1)*
1x Weapon 1
1x Weapon B
2x Spell B
3x Armor B
1x Item B
1x Ally 1
2x Ally B
2x Blessing B
Boon Roll
GM Boon Roll 1 or 20:1d20 ⇒ 9Not Today
Tier Rewards
1.1 (Skill Feat): Harsk, Flenta, Zvarbel, Zova
1.6(2.0): Mother Myrtle, must advance to 2.0
Based on rolls, priority, I have loot and tier things as follows. Please confirm:
Zova Ally 1, skill feat wis +1
Flenta Weapon 1, skill feat str +1
Harsk Weapon B, skill feat dex +1
Zvarbel Blessing B, TBD skill feat
Mother Myrtle no loot, no tier reward
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.
Acquired Cards (* = Plunder)
Besmaran Priest (Ally B)*
Force Missile (Spell B)*
Sailor (Ally B)
Magic Wooden Armor (Armor 1)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of the Gods (Blessing B)
Noxious Bomb (Item C)
Eye Patch (Item B)
Instant Armor (Spell B)
Animalbane Dagger +1 (Weapon 1)
Cutlass (Weapon B)
Mace (Weapon B)
Reward
Each character chooses a type of boon other than loot and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
Acquired Cards (* = Plunder) (^ = Reward)
Deckhand (Ally C)
Magic Wooden Armor (Armor 1)
Leather Armor (Armor C)
Magic Leather Armor (Armor B)
Alchemical Glue (Item 1)
Rum Bottle (Item B)
Black Spot (Spell B)
Animalbane Dagger +1 (Weapon 1)
Goblin Pegleg (Weapon P)
Sap (Weapon B)
Rapier (Weapon C)
Dragon Pistol (Weapon B)
Fear (Spell B)*
Cat-o'-Nine-Tails (Weapon B) ^Zvarbel
Mogmurch (Ally P) ^Zova
Call Weapon (Spell B) ^Mother Myrtle
Blessing of Zogmugot (Blessing P) ^Harsk
Blessing of Abadar (Blessing B) ^Flenta
Tier Rewards
Mother Myrtle 2.2 Power Feat
All others 1.3
Things to do:
1.) Choose your 2 deck upgrades and roll for it. Characters get first priority on Drawn cards as part of their reward (marked with ^)
2.) Mother Myrtle to choose power feat
This is what I have so far:
Zvarbel Weapon 1 / Weapon B^
Flenta Item 1 / Blessing B^
Harsk Armor 1/ Blessing B^
Mother Myrtle No Deck Upgrades / Power Feat TBD
Zova Weapon B / Ally B^
I will post locations shortly so you all can pick starting location and then draw hands.