
BR Zalarian |

Conclusion for 5-2C: THE DEVILS’ SEA
Reward
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.
At the end of each scenario, return these cards to the game box.
Acquired Cards (* = Plunder)
Cloth Armor (Armor B)
Blessing of Milani (Blessing B)
Blessing of the Gods (Blessing B)
Sapphire of Intelligence (Item B)
Aid (Spell B)
Pistol (Weapon B)
Magic Wooden Armor (Armor 1)*
Plunder choice (MM)*
Weapon 0
Spell 0
Armor 01
Item 0
Ally
Blessing 00
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
The following needs to be provided:
Let me know if replaying.
Decision whether to convert Hero point to feat
abstaining Deck Upgrade rolls
Loot choices
When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)

Zova by Greenclaw |

Zova takes a card feat: Blessing [X]4
No upgrade rolls this time. Not taking any loot.

Mage Flenta |

Dibs on Brine’s Sting! It can replace Spelldagger.
Hero Point: Spend on Skill Feat: Str +2.
Will take a Blessing 0 for upgrade. Gorum replaces BotG.
I banished Strength and Mind Thrust spells. Will replace them with Strength and Phantom Shield.

BR Zalarian |

This is what I have so far. Let me know if any adjustments should be made. I listed what you took for loot last time but that may need to be changed
5-2D: IADUT
Name Tier.XP / Deck Upgrade / Feat Choice / Hero Points / Loot
Zova 2.3 / No Deck Upgrade / Card Feat(Blessing) / 1 / No Loot
Mother Myrtle 2.6(3.0) / No Deck Upgrade/ No Feat / 4 / Rickety Hake
Flenta 2.3 / Blessing 0 / Skill Feat (Str) / 1 / Rekkish & Brine's Sting

BR Zalarian |

Huh, sunuva monkey's uncle. Missed that I was tiering up! In that case, I'll spend my Hero Point to up my Wisdom!
You can't use skill point yet but soon...(you are 2.5 when you have option to spend hero point and then you tier up)

Redgar's ACG Characters |

Redgar's ACG Characters wrote:You can't use skill point yet but soon...(you are 2.5 when you have option to spend hero point and then you tier up)Huh, sunuva monkey's uncle. Missed that I was tiering up! In that case, I'll spend my Hero Point to up my Wisdom!
Oh, rats. Okay, thanks.

BR Zalarian |

Conclusion for 5-2D - Iadut
Reward
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. At the end of each scenario, return these cards to the game box.
Acquired Cards (* = Plunder)
Fortified Leather Armor (Armor 1)
Goblin Lockpick (Item P)
Astrolabe (Item 1)
Powder Horn (Item B)
Worn Leather Skullcap (Item 2)
Dagger (Weapon B)
Quartermaster (Ally B)*
Weapon 0
Spell 000 (from Flenta's power)
Armor 1
Item 0102
Ally 0
Blessing
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
The following needs to be provided:
Let me know if replaying.
Decision whether to convert Hero point to feat
abstaining Deck Upgrade rolls
When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)

Mage Flenta |

Not replaying, so now at tier 2 with 4xp.
Bank Hero Point, now have 1.
Not interested in either new loot.
Upgrades:
Will take a Spell 0: Prophesize, filling spell hole.
Will also take a basic spells to replace banished ones: Strength and Remove Curse.

Zova by Greenclaw |

Can Zova take a second card feat at this tier to be on 3 total? If not, she'll bank the hero point.
Not interested in the loot.
Might be interested in Item 2 for Draughtcap Fungus which adds 1d12 and Poison to combat check. Happy to roll off.
Item 2: 1d1000 ⇒ 846

Redgar's ACG Characters |

Can Zova take a second card feat at this tier to be on 3 total? If not, she'll bank the hero point.
Not interested in the loot.
Might be interested in Item 2 for Draughtcap Fungus which adds 1d12 and Poison to combat check. Happy to roll off.
[dice=Item 2]1d1000
I'll happily cede the field to Zova.

BR Zalarian |

Can Zova take a second card feat at this tier to be on 3 total? If not, she'll bank the hero point.
A tier 2 character usually can have only 2 card feats unless they have a reward giving a bonus one. Also the rules mean that a bonus of only one of each card, power and skill can be earned; future rewards giving additional feat bonuses give a hero point instead.

Zova by Greenclaw |

Thanks! I think it is making sense to me now. Most of the other games I had going that switched over to the new rules were much further completed and we had some bonus rewards. We were generally capped at tier +1 for most feats.
To confirm, we don't have any here, do we? So, unless we somehow get one then we'll be locked at max feats equal to our character tier going forward?

BR Zalarian |
1 person marked this as a favorite. |

This is what I have so far. Let me know if any adjustments should be made. I listed what you took for loot from the start here so if there is anything I missed let me know
5-2D: IADUT
Name Tier.XP / Deck Upgrade / Feat Choice / Hero Points / Loot
Zova 2.4 / Item 2 / No Feat / 2 / No Loot
Mother Myrtle 3.1 / No Deck Upgrade/ Skill Feat (wis) / 3 / No Loot
Flenta 2.4 / Spell 0 / No Feat / 1 / Blessing of Besmar; Rekkish; Brine's Sting

BR Zalarian |

5-2E: Island of Whispers
Reward
Scenario - Each character adds a blessing from the game box to the cards acquired during this scenario (Included below). Adventure Card Guild characters may choose a bonus deck upgrade.
Adventure - Each character gains a card feat.
Acquired Cards (* = Plunder)
Sandara Quinn (Ally 1)
Blessing of Besmara (Blessing 1)
Blessing of the Gods (Blessing B)
Blessing of Erastil (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Gozreh (Blessing B)
Blessing of Abadar (Blessing B)
Black Spot (Spell B)
Geyser (Spell 2)
Cure (Spell B)
Wooden Shield (Armor B)*
Buckler (Armor B)*
3 x Blessing 2 (scenario reward)
Weapon
Spell B2B
Armor BB
Item
Ally 1
Blessing 1BBBBBB222
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
Please post rolls, decisions, etc in discussion thread
The following needs to be provided:
Let me know if replaying or tiering up.
Adventure reward Card feat is gained or Hero Point gained (keep in mind that a character can have at most 1 more than current tier in each feat type - skill, power, card)
Decision whether to convert Hero point to feat
abstaining Deck Upgrade rolls
Total Hero Points carrying over to next adventure
When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)

Zova by Greenclaw |

*Not a replay
*Take Card Feat: Depends on below rolls. Will be either spell or blessing, still deciding.
*Deck Upgrades:
Spell 2: 1d1000 ⇒ 542 Aspect of the Bat
Blessing 2: 1d1000 ⇒ 113 Blessing of Ketephys
*Hero points carrying over: 2

Mage Flenta |

Not replay. Will Tier up.
Card Feat: Ally [2]
Upgrades:
Blessing 2: 1d1000 ⇒ 309 Nethys
Ally 1: 1d1000 ⇒ 585 Riftwarden
Blessing 2: 1d1000 ⇒ 814 Gozreh
Blessing 1: 1d1000 ⇒ 82 Abadar
Also, I'd like to change out the Fighter Deck for the Smash Adventure pack.
I'll process this once upgrades are settled.

Redgar's ACG Characters |

Myrtle will try to snag the Spell 2: 1d1000
She'll snag a power feat, getting the reanimator role. Feat TBD based on discord discussion.
3 hero points carrying over, and I'll be swapping out Ultimate Magic for a couple of new packs
For the record, I have to give up my Sphere of Fire and Holy Javelin. I'll take Enervation, and Lightning Bolt as my upgrade.
Power feat: [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location

Mage Flenta |

Ok, looks like I get the Ally 1 and a Blessing 2. Riftwarden will fill my ally hole, and Nethys replaces
I also banished 4 of my spells. Since we tier up before rebuilding our decks, I can now fill these with lvl #-2 = 3 - 2 = lvl 1 spells! Choose Pyrotechnic blast, Locate object, Life drain and sphere of fire (all ult Magic).
We'll then use the new rule to replace my Fighter Deck with the Smash Adventure Pack.
Record of current deck:
Djinni Quarterstaff Weapon 1
Warhammer +2 Weapon 1
Lucerne Hammer Weapon 1
Spelldagger Weapon B
Remove Curse Spell B
Pyrotechnic Blast Spell 1
Locate Object Spell 1
Life Drain Spell 1
Sphere of Fire Spell 1
Armor of the Sands Armor B
Bestiary of Garund Item B
Riffle Scrolls Item 1
Crowbar Item B
Apprentice Ally B
Riftwarden Ally 1
Blessing of Nethys Blessing 2
Blessing of Pharasma Blessing B
Blessing of the Gorum Blessing B
New deck:
Giantbane Greataxe Weapon 1
Cold Iron Greatsword Weapon 1
Earthbreaker Weapon 1
Scythe Weapon 0
Remove Curse Spell B
Pyrotechnic Blast Spell 1
Locate Object Spell 1
Life Drain Spell 1
Sphere of Fire Spell 1
Spiked Breastplate Armor 0
War Drum Item 0
Riffle Scrolls Item 1
Crowbar Item 0
Korvosan Guard Ally 0
Riftwarden Ally 1
Blessing of Nethys Blessing 2
Blessing of Pharasma Blessing B
Benefaction Blessing 0

BR Zalarian |

This is what I have so far. Let me know if any adjustments should be made. I listed what you took for loot from the start of this scenario so if there is anything I missed let me know
Some ambiguities/questions:
Zova didn't specify if tiering up or not..assuming she is but could be mistaken
Did Zova use any Hero points on this last scenario? I thought she had 2 or 3 going into this.
Zova and MM can pick another deck upgrade..if MM passes on blessing 2 then that is an option for Zova
Did MM take a Card feat for this adventure or does she already have one and gets another Hero point?
Flenta's Hero points was not listed above..please verify
5-2E: Island of Whispers
Name Tier.XP / Deck Upgrade / Card Feat: Choice / Hero Points / Loot
Zova 3.0 / Blessing 2 + ? / Adventure Card Feat: TBD / 2(?) / No Loot
Mother Myrtle 3.2 / Spell 2 + ?/ Role Card + Power Feat (recharge card to add to local wis check) Adventure Card Feat: ? / 3 / No Loot
Swapping Ultimate Magic for 2 packs
Flenta 3.0 / Blessing 2 + Ally 1/ Adventure Card Feat: Ally / 2(?) / Blessing of Besmar; Rekkish; Brine's Sting
Swapping character Deck for Smash Pack

Zova by Greenclaw |

Yes, Zova will be tiering up. Yes, started that scenario with 2, so does she still get a normal hero point even if she takes the card feat. If so, she'll be on 3.
She'll take Blessing as her card feat. Might swap in a second blessing if MM doesn't want it.

Mage Flenta |

I believe I'm at 2 hero points now.

Zova by Greenclaw |

Cool, swapping in Blessing of Achaekek for one of the Green Faith.

BR Zalarian |
1 person marked this as a favorite. |

This is what I have so far. Let me know if any adjustments should be made. I listed what you took for loot from the start of this scenario so if there is anything I missed let me know
Some ambiguities/questions:
Zova didn't specify if tiering up or not..assuming she is but could be mistaken
Did Zova use any Hero points on this last scenario? I thought she had 2 or 3 going into this.
Zova and MM can pick another deck upgrade..if MM passes on blessing 2 then that is an option for Zova
Did MM take a Card feat for this adventure or does she already have one and gets another Hero point?
Flenta's Hero points was not listed above..please verify
Updated. If any issues, let me know:
5-2E: Island of WhispersName Tier.XP / Deck Upgrade / Card Feat: Choice / Hero Points / Loot
Zova 3.0 / Blessing 2 + Blessing 2 / Adventure Card Feat: Blessing / 3 / No Loot
Mother Myrtle 3.2 / Spell 2 + Item 1/ Role Card + Power Feat (recharge card to add to local wis check) Adventure Card Feat: Spell / 3 / No Loot
Swapping Ultimate Magic for 2 packs
Flenta 3.0 / Blessing 2 + Ally 1/ Adventure Card Feat: Ally / 2 / Blessing of Besmar; Rekkish; Brine's Sting
Swapping character Deck for Smash Pack

BR Zalarian |

5-3A: The Jigsaw Ship
Reward
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
Acquired Cards (* = Plunder, +Flenta Acquisition)
Royster McCleagh (Ally 2)
Fortified Shell Armor (Armor 3)
Sniper's Studded Leather (Armor 3)
Stanching Buckler (Armor 2)
Magic Chain Shirt (Armor B)
Fortified Shell Armor (Armor 3)
Blessing of the Gods (Blessing B)
Blessing of Erastil (Blessing B)
Find Traps (Spell B)
Rage (Spell 1) +
Vomit Twin (Spell 0) +
Speed (Spell 0) +
Weapon
Spell 1000
Armor 33203
Item
Ally 2
Blessing 00
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
The following needs to be provided:
Let me know if replaying or tiering up.
Decision whether to convert Hero point to feat
abstaining Deck Upgrade rolls
Total Hero Points carrying over to next adventure
When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)

Redgar's ACG Characters |

Ally 2 would be nice, to grab flensing Jelly, but it isn't markedly better than my existing allies. 1d1000 ⇒ 970 but if someone else has better options at Ally 2 I can pass.
Edit: Actually, scratch that. Since there are three Armour 3's, I'll upgrade to Steel Ibis Lamallar instead.
Will be taking Card upgrade (spell) snagging Mirror Image.

Zova by Greenclaw |

Convert hero point to Card Feat. Adding Spell. Aspect of the Frog.
Ally 2: 1d1000 ⇒ 636 Saber-Toothed Tiger.
Failing that, will take Armor 3 - Mammoth Hide Armor.

Mage Flenta |

Hero Point is used for Power feat, Flenta's third, so choosing Role: Martial Adept. Choose Power: Add d4 to local combat checks.
Upgrades!
Ally 2: 1d1000 ⇒ 614 Pit Gladiator.
Otherwise taking Armor 3: Magic Spiked Full Plate which is a strict upgrade.
Since I used 1 HP this scenario, I believe I have 1 left.

Mage Flenta |

Looks like Zova gets the Ally then.
I will be taking back the same spells that I banished since they are all #-2.

BR Zalarian |

Let me know if any corrections are needed:
5-3A: The Jigsaw Ship
Name Tier.XP / Deck Upgrade / Card Feat: Choice / Hero Points / Loot
Zova 3.1 / Ally 2 / Card Feat: Spell / 3 / No Loot
Mother Myrtle 3.3 / Armor 3/ Card Feat: Spell / 2 / No Loot
Flenta 3.1 / Armor 3/ Role (Martial Adept) - Power Feat d4 to local combat checks / 1 / Blessing of Besmar; Rekkish; Brine's Sting

BR Zalarian |

During This Adventure: See top for ships, S&S rules, and loot
YOUR SHIP IS THE RAFT.
YOU CANNOT COMMAND ANY OTHER SHIP.
Ship 3
Class 0
Check To Defeat:
Strength 5
OR
Wisdom /Survival 3
When Encountered: Before you act, suffer 1 Structural damage.
When Commanding: If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.
Check To Repair: Strength 4
If this is your ship, something bad must have happened to your last one. Still, it manages to stayin between you and the water, for the most part. That’ll just have to do for now.
When Commanding (Wrecked): If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 2 Structural damage.
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.
During This Scenario: Your ship is anchored at the Rocky Cliff.
After building the location decks, shuffle a number of allies from the box equal to the number of locations into an Abducted deck.
When you would bury an ally, instead shuffle it into the Abducted deck.
For each marker on your character, your hand size is reduced by 1.
When you encounter an Ethereal Abductor or an Ethereal Matriarch, display the top card of the Abducted deck. If you defeat the monster, draw the displayed ally; otherwise, banish it.
Additional Rules:
Ally
Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
Flenta = Magpie Princess / Amateur Swashbuckler(0000)
Zova = Mistmourn / Amateur Swashbuckler(0000)
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.
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.
5-1B: 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.
5-1D: 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.
5-2C: 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 loot Buccaneer’s Breastplate, and 1 character may temporarily replace 1 item in his deck with the loot Svingli’s Eye. At the end of each scenario, return these cards to the game box.
5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
Amateur Swashbuckler(0000): You may check an unchecked box that precedes this reward (4 boxes) to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Story Banes
Villain
Type: Monster
Traits: Outsider
To Defeat: Combat 16 THEN Combat 16
Before you act, bury an ally from your hand or discard pile. After you act, if either check to defeat had the Melee trait, succeed at a Constitution or Fortitude 7 check or put a marker on your character. If undefeated, bury an ally from your hand or discard pile.
None Henchman 3
Type: Monster
Traits: Outsider
To Defeat: Combat 12 THEN Combat 12
After you act, if either check to defeat had the Melee trait, succeed at a Constitution or Fortitude 4 check or put a marker on your character. If undefeated, bury an ally from your hand or discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 1, Zova/Greenclaw
Monsters
SS
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
Barriers
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
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.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
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.
Weapons
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
SS
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.
SS
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.
Spells
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
SS
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.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite
To Acquire:
ConstitutionFortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
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.
Items
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Item B
Traits:
Object
Magic
To Acquire:
Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
Allies
SS
Ally B
Traits:
Half-Elf
Bard
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 1
Traits:
Human
Cleric
Pirate
To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
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.
Blessings
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 29
Hourglass
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Pirate's Favor
SS
Loot 3
Type: Blessing
Traits:
Pirate
Swashbuckling
To Acquire:
Discard this card to add 1 die to any check. If the check has the Swashbuckling trait, you may play another blessing on this check.
Discard this card to explore your location.
If the top card of the blessings discard pile is Blessing of the Gods or Blessing of Besmara, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
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.
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
SS
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.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
None
Henchman 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12
After you act, if either check to defeat had the Melee trait, succeed at a Constitution or Fortitude 4 check or put a marker on your character.
If undefeated, bury an ally from your hand or discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
None
Henchman 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12
After you act, if either check to defeat had the Melee trait, succeed at a Constitution or Fortitude 4 check or put a marker on your character.
If undefeated, bury an ally from your hand or discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
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.
SS
Item 3
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
SS
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_
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #3: Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Flenta/eddiephlash, Zova/Greenclaw, MotherMyrtle/Redgar, Raft is anchored here
None
Henchman 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12
After you act, if either check to defeat had the Melee trait, succeed at a Constitution or Fortitude 4 check or put a marker on your character.
If undefeated, bury an ally from your hand or discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
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.
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception 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.
SS
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.
SS
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.
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
SS
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.
Location #4: Sacred Spring
At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
SS
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.
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
None
Villain 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 16
THEN Combat 16
Before you act, bury an ally from your hand or discard pile.
After you act, if either check to defeat had the Melee trait, succeed at a Constitution or Fortitude 7 check or put a marker on your character.
If undefeated, bury an ally from your hand or discard pile.
SS
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat 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.
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #5: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
SS
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.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
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.
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
None
Henchman 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12
After you act, if either check to defeat had the Melee trait, succeed at a Constitution or Fortitude 4 check or put a marker on your character.
If undefeated, bury an ally from your hand or discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12
Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
Location #6: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
SS
Ally 1
Traits:
Dragon
Aquatic
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song
SS
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.
SS
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.
Location #7: Academy
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 5 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Not a location; for Flenta's power
SS
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.
SS
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
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.
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
SS
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.
SS
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.

BR Zalarian |

BR post above this should be ignored; check the one in the gameplay area.

BR Zalarian |

5-3B: Meeting the Locals
Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 item or weapon in his deck with the ally Monkey. At the end of each scenario, return that card to the game box.
Acquired Cards (* = Plunder)
Giffer Tibbs (Ally B)
Mogmurch (Ally P)
Monkey (Ally 3)
Dolphin (Ally B)
Tidepool Dragon (Ally 1)
Parrot (Ally B)
Parrot (Ally B*)
Magic Leather Armor (Armor B)
Blessing of Achaekek (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of Sivanah (Blessing B)
Periscope (Item 2)
Geyser (Spell 2)
Animated Weapon (Spell 2)
Falcata (Weapon B)
Weapon 0
Spell 22
Armor 0
Item 2
Ally 0030100
Blessing 000
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
The following needs to be provided:
Let me know if replaying or tiering up.
Decision whether to convert Hero point to feat
abstaining Deck Upgrade rolls
Total Hero Points carrying over to next adventure
When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)

Zova by Greenclaw |

-Replacing banished Shock Lizard with Wolverine.
-Convert Hero point to Power Feat, taking Role Card Weretouched and taking feat: 'When you would banish a spell that has the Animal trait ([X] or discard an ally that has the Animal trait) for its power, you may instead recharge it.
-Spell 2: 1d1000 ⇒ 143 Aspect of the Bat
-Hero Points: 3

Mage Flenta |

Now tier 3.2.
Spend Hero Point on Skill Feat: Int [x]+1
Upgrades:
Ally 3: 1d1000 ⇒ 624 Hellknight of the Nail
Item 2: 1d1000 ⇒ 477 Anathemic Volume
Spell 2: 1d1000 ⇒ 175 Fly
Still have 1 hero point.
Return Scythe, Benefaction, Korvosan Guard from loot.
I banished Life Drain and Locate Object, and will put them back into deck since they are both #-2. If I get Fly, it will replace Pyrotechnic Blast.
I'm also casually interested in Monkey, but probably won't take both it and Rekkish. Let me know if others are interested in the loot allies.

BR Zalarian |

Let me know if any corrections are needed and final disposition of monkey (since it can fill an item or weapon slot, it can possibly open up additional loot choices for folks)
5-3B: Meeting the Locals
Name Tier.XP / Deck Upgrade / Card Feat: Choice / Hero Points / Loot
Zova 3.2 / Spell 2 / Role (Weretouched) Power Feat: rechrage discarded animal allies / 3 / No Loot
Mother Myrtle 3.4 / Item 2 / None / 4 / No Loot
Flenta 3.2 / Ally 3 / Skill Feat: int / 1 / Blessing of Besmar; Rekkish and/or Monkey; Brine's Sting

Mage Flenta |

Hellknight of the Nail replaces Korvosan Guard.

BR Zalarian |

5-3C: The Lure of Artifacts
Acquired Cards (* = Plunder)
Weapon 31
Spell 32100
Armor 3
Item 32
Ally 33311
Blessing 20
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
The following needs to be provided:
Let me know if replaying or tiering up.
Decision whether to convert Hero point to feat
abstaining Deck Upgrade rolls
Total Hero Points carrying over to next adventure
When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)

Mage Flenta |

[ooc]Not a replay. Xp now at 3, so unable to tier up.
Spend HP on Card Feat: Blessing
Upgrades:
Spell 3: 1d1000 ⇒ 626 Create Mindscape
Spell 2: 1d1000 ⇒ 547 Fly
Weapon 3: 1d1000 ⇒ 579 Dragonbane Greatsword
Only 1 banished spell, 1 Spell hole. (if I get a spell upgrade, it will replace Sphere of Fire). Draw back Locate Object.
1 blessing hole from card feat, draw The Avalanche.

Zova by Greenclaw |

Not a replay. Tier 3.3.
Spend hero point on Skill Feat: Wisdom [X]+3
Ally 3: 1d1000 ⇒ 885 Reed Mocassin
This time, if it is still available, I will swap in Monkey from loot, replacing Cloud Puff

Mage Flenta |

MM can take the spell 3, It is harder for Flenta to keep them anyways.
I'll take Spell 2: Flyreplacing Sphere of Fire.

BR Zalarian |

Let me know if any corrections are needed
5-3C: The Lure of Artifacts
Name Tier.XP / Deck Upgrade / Card Feat: Choice / Loot
Zova 3.3 / Ally 3 / Skill Feat: Wis +3 / Monkey
Mother Myrtle 3.5 / Spell 3 / None / No Loot
Flenta 3.3 / Spell 2 / Card Feat: Blessing / Blessing of Besmar; Rekkish; Brine's Sting

BR Zalarian |

Outpost III is giving each player and BR a chance to win a boon after each game provided the game falls in the timeframe for the convention (30 March - 18 May)
During this time, when you post your deck upgrades be sure to add a d20 roll to see if you roll a 20 and win . Should you win, please PM me (Here or on Discord) your email address so I can submit to the powers that be.
PFS BOON PRIZE : (roll 1d20 after each game, nat20 wins).
[ ] [ ] [ ] Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

BR Zalarian |

5-3D: Reunion in the Ruins
Reward
Each character chooses a type of boon other than loot and adds a non-Basic boon of that type from the game box to the cards acquired during the scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
Acquired Cards (* = Plunder)
Weapon 0203
Spell 12
Armor 3
Item B
Ally 1
Blessing B
*** (boon choice from game box for each player)
Tier Rewards
Each character gains 1 XP and 1 hero point (if not a replay).
Please post rolls, decisions, etc in discussion thread
The following needs to be provided:
Let me know if replaying or tiering up.
Decision whether to convert Hero point to feat
abstaining Deck Upgrade rolls
Total Hero Points carrying over to next adventure
When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)
Finally, need boon roll for Outpost III
Random Roll: 1d20 ⇒ 11 Not Today