[ACG] Season of Tapestry's Tides (Zalarian) (Inactive)

Game Master Zalarian

5-6 Clashing Tides |

Turn Order
Mother Myrtle/Redgar Alchemist+UM - (ADT) GMT-3
Flenta/eddiephlash Smash AP/UM - (CDT) GMT-5
Zova/Greenclaw Hunter + UW - (AEDT) GMT+11

Rules, Loot:

S&S Rules
Spoiler:

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.)

Plunder Chart: [spoiler]

    1) Weapon
    2) Spell
    3) Armor
    4) Item
    5) Ally
    6) Player's choice

Loot
Spoiler:


  • 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.


901 to 950 of 1,489 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

Alrighty then! Looks like we're stashing a Weapon and an Item!

I'm going to need to write to my nephew, Leeroy, to tell him of our team's great feat!

Recovery: Mirror Image Arcane DC 11 1d12 + 4 ⇒ (4) + 4 = 8

End of Turn Summary:
Villain Defeated
Location Closed!
**Villain + new blessings shuffled into other locations**
**Zova gets to peek at top of a location, and possibly draw**

Mother Myrtle wrote:

Hand: Alchemist's Fire, Protect*, Ambrosia, Blessing of the Elements 2, Cure, Magic Leather Armour, Dimension Leap*,

Displayed: Mirror Image,
Deck: 17 Discard: 0 Buried: 0
Notes: Feel free to use my +2d4 vs. An/Acq/Plant/Vermin, or +1d4 to Wis, at my location. Also, blessing (1 die, recharges on A/F/C/E/Poison checks), healing (1d4+1), and, if needed, Enervation (-2d4 DC for Combat check)
Sideboard cards:
Reroll: Not Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [ ] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([ ] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


1 person marked this as a favorite.
Female Human Tier 6 Shifter Character Deck

So, as I think the examine happens after villain and blessings get shuffled in, will wait until the next BR update.


Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

After talking with Flenta's owner, Harbor was guarded by shuffling Remove curse (or possibly crowbar) into the docks in order to close it. Whatever card used was banished for the close.

During This Adventure: See top for ships, S&S rules, and loot

YOUR SHIP IS THE Feathered Devil.

Feathered Devil:

Ship 3
Class 0
Check To Defeat:
Craft/Disable 6
OR
Wisdom /Survival 5
When Encountered: If you are commanding a ship, you may evade this ship.
When Commanding: When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
When you evade an encounter, recharge a random card.
Check To Repair: Craft 3

When Commanding (Wrecked): When Structural Damage is dealt to this ship, discard a card from a random character’s deck.
You may not evade.

SEIZED SHIP CHANGE:

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:

  • When you encounter the henchman Ruffian, a random character summons and encounters the henchman Buccaneer.
  • When you encounter the villain Fargo Vitterande, summon and encounter the ship Roaring Dragon. If it is not defeated, summon and encounter the henchman Hammerhead Shark.

    Additional Rules:

    Plunder:

    Weaopon, Item

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
    Flenta = Magpie Princess / Amateur Swashbuckler(XX??)
    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.
    5-3B: 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.
    5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
    5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.

    Story Banes
    VILLAIN:

    Fargo Vitterande:

    SS Villain 4
    Type: Monster
    Traits: Lycanthrope Wizard Captain Pirate
    To Defeat: Combat 20
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat Fargo is increased by 3. Before you act, recharge 1d4 random cards with the Attack trait and weapons. If the check to defeat has the Swashbuckling trait, add 1d6 to it.

    HENCHMEN:
    Vakarla the Wrecker:

    SS Henchman 3
    Type: Monster
    Traits: Half-Orc Illusionist Pirate
    To Defeat: Combat 16 OR Arcane Perception 11
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Ruffian:

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

    Additional Banes:

    Buccaneer:

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

    5-4A: SENGATI’S REVENGE

    Scenario Level (#): 4

    Turn: 12, Flenta/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    Scalawag
    SS
    Monster 2
    Traits:
    Human
    Pirate
    Elite
    To Defeat:
    Combat 13
    Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

    Spoiler:
    Owlbeartross
    SS
    Monster P
    Traits:
    Aberration
    To Defeat:
    Combat 13
    THEN Combat 15
    Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
    If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.

    Spoiler:
    Giant Spyglass Octopus
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    THEN Combat 18
    Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.

    Spoiler:
    Manticore
    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.

    Spoiler:
    Darkforest Anemone
    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.

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

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

    Spoiler:
    Lookout Duty
    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.

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

    Spoiler:
    Symbol of Insanity
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Weapons
    Spoiler:
    Sharpshooter's Blade
    SS
    Weapon 3
    Traits:
    Knife
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
    When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to the combat check.

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

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

    Spoiler:
    Rapier +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spoiler:
    Blazing Servant
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.

    Spoiler:
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

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

    Spoiler:
    Fear
    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.

    Armors
    Spoiler:
    Magic Leather Armor
    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.

    Spoiler:
    Shark Skin Armor
    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.

    Spoiler:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    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.

    Spoiler:
    Goblin Buckler Gun
    SS
    Armor P
    Traits:
    Shield
    Firearm
    To Acquire:
    Dexterity
    Ranged 9
    THEN Constitution
    Fortitude 9
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
    Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Spoiler:
    Magic Leather Armor
    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.

    Items
    Spoiler:
    Crown of Swords
    SS
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine
    Melee 8
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

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

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

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

    Spoiler:
    Spyglass
    SS
    Item B
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Allies
    Spoiler:
    Pteranodon
    SS
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

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

    Spoiler:
    Monkey
    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.

    Spoiler:
    Chanty Singer
    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.

    Spoiler:
    Mase Darimar
    SS
    Ally 4
    Traits:
    Half-Elf
    Druid
    Captain
    Pirate
    To Acquire:
    Wisdom
    Perception 8
    THEN Charisma
    Diplomacy 11
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Blessings
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

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

    Current Hour:

    Blessing of Asmodeus:
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    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.

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 1 Zova/Greenclaw
    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.
    Hourglass Card 2 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/Redgar
    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.
    Hourglass Card 3 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 3 Flenta/eddiephlash
    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.
    Hourglass Card 4 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 4 Zova/Greenclaw
    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.
    Hourglass Card 5 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/Redgar
    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.
    Hourglass Card 6 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 6 Flenta/eddiephlash
    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.
    Hourglass Card 7 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 7 Zova/Greenclaw
    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.
    Hourglass Card 8 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/Redgar
    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.
    Hourglass Card 9 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 9 Flenta/eddiephlash
    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.
    Hourglass Card 10 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 10 Zova/Greenclaw
    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.
    Hourglass Card 11 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/Redgar
    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.
    Hourglass Card 12 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 12 Flenta/eddiephlash
    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.
    Hourglass Card 13 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 13 Zova/Greenclaw
    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.
    Hourglass Card 14 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/Redgar
    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.
    Hourglass Card 15 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 15 Flenta/eddiephlash
    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.
    Hourglass Card 16 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 16 Zova/Greenclaw
    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.
    Hourglass Card 17 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/Redgar
    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.
    Hourglass Card 18 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 18 Flenta/eddiephlash
    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.

    Location #1: Docks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zova/Greenclaw, MotherMyrtle/Redgar, Flenta's Create Mindscape

    Location #2: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here:

    Floating Shipyard Card 1:
    Ruffian
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Floating Shipyard Card 2:
    Fargo Vitterande
    SS
    Villain 4
    Type: Monster
    Traits:
    Lycanthrope
    Wizard
    Captain
    Pirate
    To Defeat:
    Combat 20
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat Fargo is increased by 3.
    Before you act, recharge 1d4 random cards with the Attack trait and weapons.
    If the check to defeat has the Swashbuckling trait, add 1d6 to it.

    Location #3: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 1 ?: 1
    Located/Displayed Here: None
    House of Stolen Kisses Card 1:
    Sandbar
    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.
    House of Stolen Kisses Card 2:
    Ruffian
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    House of Stolen Kisses Card 3:
    Dehydrating Touch
    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.
    House of Stolen Kisses Card 4:
    Heartbreak Hinsin
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 5:
    Bucket Brigade
    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
    House of Stolen Kisses Card 6:
    Haneilius Fitch
    SS
    Ally 3
    Traits:
    Human
    Surgeon
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
    Recharge this card to explore your location. If you are on a ship, you may move before exploring.
    House of Stolen Kisses Card 7:
    Aid
    SS
    Spell B
    Traits:
    Magic
    Divine
    Elite
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    House of Stolen Kisses Card 8:
    Will-o'-Wisp
    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_
    House of Stolen Kisses Card 9:
    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.
    House of Stolen Kisses Card 10:
    Lady Cerise Bloodmourn
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    Captain
    Pirate
    To Acquire:
    Intelligence
    Knowledge 8
    THEN Charisma
    Diplomacy 11
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 11:
    Coral Capuchin
    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.

    Location #4: Safe House
    Closed
    At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Harbor
    At This Location: When you acquire a boon, any 1 character may move to another location.
    When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
    When Permanently Closed: On closing, you may give a card to a character at another location.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Flenta/eddiephlash,

    Displayed Storm:

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

    Harbor Card 1:
    Benevolent Buckler
    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.
    Harbor Card 2:
    Musket
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
    Harbor Card 3:
    Pistol +1
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Harbor Card 4:
    Ruffian
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Harbor Card 5:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Harbor Card 6:
    Fortified Leather Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Harbor Card 7:
    Topaz of Strength
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Strength 7
    Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
    Harbor Card 8:
    Giant Anaconda
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 18
    If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
    If the check to defeat has the Cold trait, add 1d8 to it.
    Harbor Card 9:
    Emerald of Dexterity
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity 7
    Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.

    Location #6: Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Seaside Warehouse Card 1:
    Keen Falcata +1
    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.
    Seaside Warehouse Card 2:
    Crocodile
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, shuffle this card into a random open location, if it came from one.
    This reptile lunges out of the placid water with shocking speed_
    Seaside Warehouse Card 3:
    Jolly Roger
    SS
    Item 2
    Traits:
    Object
    Swashbuckling
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
    Seaside Warehouse Card 4:
    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.
    Seaside Warehouse Card 5:
    Potion of Flying
    SS
    Item 3
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 10
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
    Seaside Warehouse Card 6:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
    Seaside Warehouse Card 7:
    Worn Leather Skullcap
    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.
    Seaside Warehouse Card 8:
    Vakarla the Wrecker
    SS
    Henchman 3
    Type: Monster
    Traits:
    Half-Orc
    Illusionist
    Pirate
    To Defeat:
    Combat 16
    OR Arcane
    Perception 11
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Seaside Warehouse Card 9:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Seaside Warehouse Card 10:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Seaside Warehouse Card 11:
    Magic Buckler
    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.


  • Female Human Tier 6 Shifter Character Deck

    Upon close, examining top of House of Stolen Kisses: Sandbar (Barrier 3).


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Shuffle Remove curse into location. Thanks BR. Upon the Docks closing, display Create Mindscape with Riffle Scrolls.

    Start turn, hour is Asmodeus.
    Storm: 1d6 ⇒ 5 Ouch. Ship is wrecked.

    Start of move step, attempt to fix ship.
    Craft 3: 1d4 ⇒ 3 Repaired!

    Move to House of Stolen Kisses. Explore Sandbar. Before you act, move each character to this location. Reveal and recharge Crowbar.
    Str 11: 3d10 + 2 ⇒ (7, 6, 1) + 2 = 16

    Discard Besmara to explore card 2: Ruffian.
    Buccaneer fighter (F, Z, MM): 1d3 ⇒ 3 Mother Myrtle summons a Buccaneer
    For my Ruffian combat, cast Life Drain. Check Amateur Swashbuckler to add that trait.
    Combat 7 + # = 12: 2d8 + 3 + 2d4 + 1d4 + 1 ⇒ (5, 3) + 3 + (4, 1) + (4) + 1 = 21 Defeated
    Heal 1 from Life drain: (Hellknight of the Nail). Deck shuffled. Then recharge new spell: Obscure

    Attempt to close. Ask for Zova's Blessing to bless close check.
    Acro 7: 2d6 + 2 ⇒ (6, 1) + 2 = 9 Success!
    House of Stolen Kisses closed! Draw 1 from discards: Anchor

    End turn. Banish Life drain during recovery. Reset hand, drawing 3

    Flenta wrote:

    Hand: Brine's Sting, Earthbreaker, The Avalanche, Geyser, Dragonbane Greatsword, Cold Iron Greatsword, Crowbar,

    Displayed: Bearskin Armor, White War Paint, Riffle Scrolls, Create Mindscape,
    Deck: 7 Discard: 3 Buried: 0
    Current Location: House of Stolen Kisses
    Hero Points: 1
    NOTES:
    Other: Add 1d4 + 1 to all local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Rekkish, Anchor, Hydraulic Push, Hellknight of the Nail, Dehydrating Touch, Animated Shield
    Recharged: Obscure,
    Discard Pile: Blessing of Nethys, Benefaction, Blessing of Besmara,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Weapon
    POWERS:
    Role: Martial Adept
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your Attack combat check, you may use the skill Arcane: Intelligence +2.
    Shirt Reroll available
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    Boon: Amateur Swashbuckler: [x] [x] [x] [] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    Favored Card: Weapon or Spell


    Hey, sailor! I have something for you...

    Alchemist's Fire, kicker Protect*

    Combat 8 + 4 = DC 12 1d4+2d6+1d12+6

    ...weren't expecting that now, were you?

    Recovery: Alchemist's Fire Knowledge DC 7 1d8 + 3 ⇒ (3) + 3 = 6
    Recovery: Protect* Craft DC 9 1d12 + 6 ⇒ (1) + 6 = 7


    Mother Myrtle wrote:

    Hand: Ambrosia, Blessing of the Elements 2, Cure, Magic Leather Armour, Dimension Leap*,

    Displayed:
    Deck: 16 Discard: 3 Buried: 0
    Notes: Feel free to use my +2d4 vs. An/Acq/Plant/Vermin, or +1d4 to Wis, at my location. Also, blessing (1 die, recharges on A/F/C/E/Poison checks), healing (1d4+1), and, if needed, Enervation (-2d4 DC for Combat check)
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +1
    Intelligence d8 [x] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
    Craft: Wisdom +2
    Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2 [ ] +3
    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: Light Armours
    Powers: (Reanimator)
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([x] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
    with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
    [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
    [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Random Location for storm: 1d6 ⇒ 5 The storm remains drenched over the Harbor
    I didn't see a roll in MM's combat for henchman
    DC 12 Buccaneer: 1d4 + 2d6 + 1d12 + 6 ⇒ (3) + (2, 1) + (2) + 6 = 14 Success

    During This Adventure: See top for ships, S&S rules, and loot

    YOUR SHIP IS THE Feathered Devil.

    Feathered Devil:

    Ship 3
    Class 0
    Check To Defeat:
    Craft/Disable 6
    OR
    Wisdom /Survival 5
    When Encountered: If you are commanding a ship, you may evade this ship.
    When Commanding: When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
    When you evade an encounter, recharge a random card.
    Check To Repair: Craft 3

    When Commanding (Wrecked): When Structural Damage is dealt to this ship, discard a card from a random character’s deck.
    You may not evade.

    SEIZED SHIP CHANGE:

    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:

  • When you encounter the henchman Ruffian, a random character summons and encounters the henchman Buccaneer.
  • When you encounter the villain Fargo Vitterande, summon and encounter the ship Roaring Dragon. If it is not defeated, summon and encounter the henchman Hammerhead Shark.

    Additional Rules:

    Plunder:

    Weaopon, Item

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
    Flenta = Magpie Princess / Amateur Swashbuckler(XX??)
    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.
    5-3B: 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.
    5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
    5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.

    Story Banes
    VILLAIN:

    Fargo Vitterande:

    SS Villain 4
    Type: Monster
    Traits: Lycanthrope Wizard Captain Pirate
    To Defeat: Combat 20
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat Fargo is increased by 3. Before you act, recharge 1d4 random cards with the Attack trait and weapons. If the check to defeat has the Swashbuckling trait, add 1d6 to it.

    HENCHMEN:
    Vakarla the Wrecker:

    SS Henchman 3
    Type: Monster
    Traits: Half-Orc Illusionist Pirate
    To Defeat: Combat 16 OR Arcane Perception 11
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Ruffian:

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

    Additional Banes:

    Buccaneer:

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

    5-4A: SENGATI’S REVENGE

    Scenario Level (#): 4

    Turn: 13, Zova/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Sea Drake
    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.

    Spoiler:
    Swamp Ghoul
    SS
    Monster B
    Traits:
    Undead
    Ghoul
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Swamp Ghoul is immune to the Mental and Poison traits.
    If undefeated, bury the top card of your deck; then reset your hand and end your turn.

    Spoiler:
    Sea Cat
    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.

    Spoiler:
    Dire Shark
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 22
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    Spoiler:
    Blood Moon Pirate
    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.

    Barriers
    Spoiler:
    Illusory Wall
    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.

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

    Spoiler:
    Symbol of Insanity
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Spoiler:
    Spiked Log Trap
    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.

    Spoiler:
    Sandbar
    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.

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

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

    Spoiler:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Spoiler:
    Keen Falcata +1
    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.

    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spells
    Spoiler:
    Sphere of Fire
    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.

    Spoiler:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Instant Armor
    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.

    Spoiler:
    Hydraulic Push
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
    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.

    Spoiler:
    Geyser
    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.

    Armors
    Spoiler:
    Magic Chain Shirt
    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.

    Spoiler:
    Stanching Buckler
    SS
    Armor 2
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    Spoiler:
    Eel Skin Armor
    SS
    Armor 4
    Traits:
    Light Armor
    Magic
    Aquatic
    Swashbuckling
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, 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.

    Spoiler:
    Wilderness Studded Leather
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude
    Survival 7
    Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival 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.

    Spoiler:
    Sniper's Studded Leather
    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.

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

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

    Spoiler:
    Ring of Rat Fangs
    SS
    Item 4
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 10
    If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.

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

    Spoiler:
    Potion of the Ocean
    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.

    Allies
    Spoiler:
    Mogmurch
    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


    Spoiler:
    Old Salt
    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.

    Spoiler:
    Tidepool Dragon
    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.

    Spoiler:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

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

    Blessings
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

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

    Current Hour:

    Blessing of the Gods:
    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.

    Hours Remaining: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/Redgar
    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.
    Hourglass Card 2 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 2 Flenta/eddiephlash
    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.
    Hourglass Card 3 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 3 Zova/Greenclaw
    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.
    Hourglass Card 4 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/Redgar
    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.
    Hourglass Card 5 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 5 Flenta/eddiephlash
    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.
    Hourglass Card 6 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 6 Zova/Greenclaw
    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.
    Hourglass Card 7 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/Redgar
    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.
    Hourglass Card 8 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 8 Flenta/eddiephlash
    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.
    Hourglass Card 9 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 9 Zova/Greenclaw
    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.
    Hourglass Card 10 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/Redgar
    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.
    Hourglass Card 11 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 11 Flenta/eddiephlash
    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.
    Hourglass Card 12 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 12 Zova/Greenclaw
    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.
    Hourglass Card 13 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 13 MotherMyrtle/Redgar
    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.
    Hourglass Card 14 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 14 Flenta/eddiephlash
    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.
    Hourglass Card 15 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 15 Zova/Greenclaw
    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.
    Hourglass Card 16 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 16 MotherMyrtle/Redgar
    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.
    Hourglass Card 17 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 17 Flenta/eddiephlash
    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.

    Location #1: Docks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here:

    Floating Shipyard Card 1:
    Ruffian
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Floating Shipyard Card 2:
    Fargo Vitterande
    SS
    Villain 4
    Type: Monster
    Traits:
    Lycanthrope
    Wizard
    Captain
    Pirate
    To Defeat:
    Combat 20
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat Fargo is increased by 3.
    Before you act, recharge 1d4 random cards with the Attack trait and weapons.
    If the check to defeat has the Swashbuckling trait, add 1d6 to it.

    Location #3: House of Stolen Kisses
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zova/Greenclaw, MotherMyrtle/Redgar, Flenta/eddiephlash, None

    Location #4: Safe House
    Closed
    At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Harbor
    At This Location: When you acquire a boon, any 1 character may move to another location.
    When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
    When Permanently Closed: On closing, you may give a card to a character at another location.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Displayed Storm:

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

    Harbor Card 1:
    Benevolent Buckler
    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.
    Harbor Card 2:
    Musket
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
    Harbor Card 3:
    Pistol +1
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Harbor Card 4:
    Ruffian
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Harbor Card 5:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Harbor Card 6:
    Fortified Leather Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Harbor Card 7:
    Topaz of Strength
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Strength 7
    Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
    Harbor Card 8:
    Giant Anaconda
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 18
    If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
    If the check to defeat has the Cold trait, add 1d8 to it.
    Harbor Card 9:
    Emerald of Dexterity
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity 7
    Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.

    Location #6: Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Seaside Warehouse Card 1:
    Keen Falcata +1
    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.
    Seaside Warehouse Card 2:
    Crocodile
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, shuffle this card into a random open location, if it came from one.
    This reptile lunges out of the placid water with shocking speed_
    Seaside Warehouse Card 3:
    Jolly Roger
    SS
    Item 2
    Traits:
    Object
    Swashbuckling
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
    Seaside Warehouse Card 4:
    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.
    Seaside Warehouse Card 5:
    Potion of Flying
    SS
    Item 3
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 10
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
    Seaside Warehouse Card 6:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
    Seaside Warehouse Card 7:
    Worn Leather Skullcap
    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.
    Seaside Warehouse Card 8:
    Vakarla the Wrecker
    SS
    Henchman 3
    Type: Monster
    Traits:
    Half-Orc
    Illusionist
    Pirate
    To Defeat:
    Combat 16
    OR Arcane
    Perception 11
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Seaside Warehouse Card 9:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Seaside Warehouse Card 10:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Seaside Warehouse Card 11:
    Magic Buckler
    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.


  • Female Human Tier 6 Shifter Character Deck

    Off turn: Discard Blessing of Achaekek for Flenta's check.
    It is the hour of The Gods.
    Move to Seaside Warehouse.
    Display Aspect of the Bat.
    Examine top card of location: Keen Falcata +1. Put it under the next card. Explore.

    Crocodile:

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

    Recharge Aspect of the Frog to add Survival skill.
    Combat (Strength) 13: 1d6 + 1 + 1d8 + 6 ⇒ (3) + 1 + (6) + 6 = 16 Defeated! Draw the monster into hand.

    Zova heads to the warehouse. It is in a lovely location, right next to the sea. The young shifter stops to admire the view for a moment...but her reverie is rudely interrupted by a large crocodile bursting out of the water.

    Zova hops over the beast, finishing it off with several powerful kicks with her froglike legs.

    Bury Angelstep to shuffle back 1d4 + 1 ⇒ (3) + 1 = 4 cards. All of them.
    Recharge Aspect of the bat.
    Recharge Angelstep (Survival) 9: 1d8 + 6 ⇒ (1) + 6 = 7
    End Turn. Reset Hand.

    Zova wrote:

    Hand: Crocodile, Blessing of Ketephys, Vampire Squid, Blessing of Kelizandri, Blessing of Lamashtu, Fire Gecko, Aspect of the Hawk,

    Displayed:
    Deck: 13 Discard: 0 Buried: 2
    Notes: Use blessings as needed. Reroll used: Y. Hero Points: 4
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Stealth: Dexterity +1
    Constitution d8 [ ]+1 [ ]+2
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d8 [X]+1 [X]+2 [X]+3
    Survival: Wisdom +3
    Charisma d6 [ ]+1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9)
    Proficient with: Light Armors
    Powers:
    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.
    On your Strength, Dexterity or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's AD# and the Animal trait.
    You may discard a card to move after your exploration ([X] or to evade your encounter).
    [X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait.


    Hour of Pharasma

    Hmm, not sure I likes me current supplies... lets switch it up! 1-p-g playmat power: discard Dimenson Leap* to draw... BotE 4

    Ye said you was in need of a Cure, Flenta? 1d4 + 1 ⇒ (2) + 1 = 3

    Follow Zova to the Seaside Warehouse

    Keen Falcata +2 Str DC 11 1d4 ⇒ 1

    Bah, I don't know why you were keeping such junk around. I know its good to save for a rainy day... but it's always rainy here!

    Recovery: Cure Divine DC 8 Recharge Ambrosia 1d12 + 4 + 1d4 ⇒ (11) + 4 + (1) = 16

    Redraw:
    Blessing of the Elements 3
    Lighting Bolt
    Steel Ibis Lamallar
    Blessing of the Elements 1
    Acid Flask

    End of Turn Summary:
    **Flenta Healed for 3**
    Move to Seaside Warehouse
    Card 1 dealt with

    Mother Myrtle wrote:

    Hand: Blessing of the Elements 2, Blessing of the Elements 4, Blessing of the Elements 3, Lighting Bolt, Steel Ibis Lamallar, Blessing of the Elements 1, Acid Flask,

    Displayed:
    Deck: 14 Discard: 4 Buried: 0
    Notes: Feel free to use my +2d4 vs. An/Acq/Plant/Vermin, or +1d4 to Wis, at my location. Also, blessings (1 die, recharges on A/F/C/E/Poison checks).
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +1
    Intelligence d8 [x] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
    Craft: Wisdom +2
    Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2 [ ] +3
    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: Light Armours
    Powers: (Reanimator)
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([x] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
    with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
    [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
    [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


    1 person marked this as a favorite.
    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    "Thanks for the heals!"

    Heal 3, back to full.

    Start turn, hour is Pharasma. Move to Harbor. Explore card 1: Benevolent Buckler.
    Con 5: 1d6 ⇒ 1 Banished

    Discard The Avalanche to explore card 2: Musket. Avalanche banishes it, then explore again, card 3: Pistol +1. As this is Elite and #-3 levels below our current tier, this should have been removed. Taking random Weapon instead: Falcata +1 (first non-elite card in there). Reveal Crowbar.
    Melee 10: 1d10 + 4 + 1d8 ⇒ (7) + 4 + (6) = 17 Acquired
    Any character may move.

    End turn. Reset hand, discarding Earthbreaker and Cold Iron Greatsword, then drawing 3.

    Flenta wrote:

    Hand: Brine's Sting, Geyser, Dragonbane Greatsword, Crowbar, Hellknight of the Nail, Dehydrating Touch, Rekkish,

    Displayed: Bearskin Armor, White War Paint, Riffle Scrolls, Create Mindscape,
    Deck: 7 Discard: 3 Buried: 0
    Current Location: Harbor
    Hero Points: 1
    NOTES:
    Other: Add 1d4 + 1 to all local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Animated Shield, Hydraulic Push, Blessing of Nethys, Obscure, Anchor, Benefaction, Blessing of Besmara
    Recharged:
    Discard Pile: The Avalanche, Earthbreaker, Cold Iron Greatsword,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Weapon
    POWERS:
    Role: Martial Adept
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your Attack combat check, you may use the skill Arcane: Intelligence +2.
    Shirt Reroll available
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    Boon: Amateur Swashbuckler: [x] [x] [x] [] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    Favored Card: Weapon or Spell


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: See top for ships, S&S rules, and loot

    YOUR SHIP IS THE Feathered Devil.

    Feathered Devil:

    Ship 3
    Class 0
    Check To Defeat:
    Craft/Disable 6
    OR
    Wisdom /Survival 5
    When Encountered: If you are commanding a ship, you may evade this ship.
    When Commanding: When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
    When you evade an encounter, recharge a random card.
    Check To Repair: Craft 3

    When Commanding (Wrecked): When Structural Damage is dealt to this ship, discard a card from a random character’s deck.
    You may not evade.

    SEIZED SHIP CHANGE:

    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:

  • When you encounter the henchman Ruffian, a random character summons and encounters the henchman Buccaneer.
  • When you encounter the villain Fargo Vitterande, summon and encounter the ship Roaring Dragon. If it is not defeated, summon and encounter the henchman Hammerhead Shark.

    Additional Rules:

    Plunder:

    Weaopon, Item

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
    Flenta = Magpie Princess / Amateur Swashbuckler(XX??)
    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.
    5-3B: 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.
    5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
    5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.

    Story Banes
    VILLAIN:

    Fargo Vitterande:

    SS Villain 4
    Type: Monster
    Traits: Lycanthrope Wizard Captain Pirate
    To Defeat: Combat 20
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat Fargo is increased by 3. Before you act, recharge 1d4 random cards with the Attack trait and weapons. If the check to defeat has the Swashbuckling trait, add 1d6 to it.

    HENCHMEN:
    Vakarla the Wrecker:

    SS Henchman 3
    Type: Monster
    Traits: Half-Orc Illusionist Pirate
    To Defeat: Combat 16 OR Arcane Perception 11
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Ruffian:

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

    Additional Banes:

    Buccaneer:

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

    5-4A: SENGATI’S REVENGE

    Scenario Level (#): 4

    Turn: 16, Zova/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Sea Cat
    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.

    Spoiler:
    Great White Shark
    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.

    Spoiler:
    Scalawag
    SS
    Monster 2
    Traits:
    Human
    Pirate
    Elite
    To Defeat:
    Combat 13
    Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

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

    Spoiler:
    Giant Spyglass Octopus
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    THEN Combat 18
    Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.

    Barriers
    Spoiler:
    Curse of the Deep
    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.

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

    Spoiler:
    Illusory Wall
    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.

    Spoiler:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

    Spoiler:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    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+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Weapons
    Spoiler:
    Main-Gauche
    SS
    Weapon B
    Traits:
    Knife
    Melee
    Piercing
    Finesse
    Offhand
    Swashbuckling
    Elite
    To Acquire:
    Strength
    Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
    Discard this card to reduce Combat damage dealt to you by 2.

    Spoiler:
    Longbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

    Spoiler:
    Pepperbox
    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.

    Spells
    Spoiler:
    Geyser
    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.

    Spoiler:
    Protect
    SS
    Spell 2
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    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.

    Spoiler:
    Telekinesis
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
    For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Wall of Fire
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. 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 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Instant Armor
    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.

    Armors
    Spoiler:
    Goblin Buckler Gun
    SS
    Armor P
    Traits:
    Shield
    Firearm
    To Acquire:
    Dexterity
    Ranged 9
    THEN Constitution
    Fortitude 9
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
    Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Spoiler:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Magic Chain Shirt
    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.

    Spoiler:
    Benevolent Buckler
    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.

    Items
    Spoiler:
    Masterwork Tools
    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.

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

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

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

    Spoiler:
    Crown of Swords
    SS
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine
    Melee 8
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

    Allies
    Spoiler:
    Parrot
    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.

    Spoiler:
    Tidepool Dragon
    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.

    Spoiler:
    Dindreann
    SS
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy 11
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

    Spoiler:
    Monkey
    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.

    Spoiler:
    Pierce Jerrell
    SS
    Ally 3
    Traits:
    Human
    Sorcerer
    Captain
    Pirate
    To Acquire:
    Intelligence
    Arcane 6
    OR Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Blessings
    Spoiler:
    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.

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

    Spoiler:
    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.

    Spoiler:
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    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.

    Spoiler:
    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.

    Current Hour:

    Blessing of Milani:
    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.

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/Redgar
    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.
    Hourglass Card 2 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 2 Flenta/eddiephlash
    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.
    Hourglass Card 3 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 3 Zova/Greenclaw
    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.
    Hourglass Card 4 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/Redgar
    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.
    Hourglass Card 5 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 5 Flenta/eddiephlash
    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.
    Hourglass Card 6 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 6 Zova/Greenclaw
    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.
    Hourglass Card 7 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/Redgar
    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.
    Hourglass Card 8 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 8 Flenta/eddiephlash
    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.
    Hourglass Card 9 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 9 Zova/Greenclaw
    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.
    Hourglass Card 10 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/Redgar
    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.
    Hourglass Card 11 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 11 Flenta/eddiephlash
    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.
    Hourglass Card 12 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 12 Zova/Greenclaw
    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.
    Hourglass Card 13 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 13 MotherMyrtle/Redgar
    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.
    Hourglass Card 14 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 14 Flenta/eddiephlash
    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.

    Location #1: Docks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here:

    Floating Shipyard Card 1:
    Ruffian
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Floating Shipyard Card 2:
    Fargo Vitterande
    SS
    Villain 4
    Type: Monster
    Traits:
    Lycanthrope
    Wizard
    Captain
    Pirate
    To Defeat:
    Combat 20
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat Fargo is increased by 3.
    Before you act, recharge 1d4 random cards with the Attack trait and weapons.
    If the check to defeat has the Swashbuckling trait, add 1d6 to it.

    Location #3: House of Stolen Kisses
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Safe House
    Closed
    At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Harbor
    At This Location: When you acquire a boon, any 1 character may move to another location.
    When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
    When Permanently Closed: On closing, you may give a card to a character at another location.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Flenta/eddiephlash,

    Displayed Storm:

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

    Harbor Card 1:
    Ruffian
    SS
    Henchman B
    Type: Monster
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Harbor Card 2:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Harbor Card 3:
    Stanching Buckler
    SS
    Armor 2
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.
    Harbor Card 4:
    Topaz of Strength
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Strength 7
    Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
    Harbor Card 5:
    Giant Anaconda
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 18
    If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
    If the check to defeat has the Cold trait, add 1d8 to it.
    Harbor Card 6:
    Emerald of Dexterity
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity 7
    Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.

    Location #6: Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zova/Greenclaw, MotherMyrtle/Redgar, None
    Seaside Warehouse Card 1:
    Jolly Roger
    SS
    Item 2
    Traits:
    Object
    Swashbuckling
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
    Seaside Warehouse Card 2:
    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.
    Seaside Warehouse Card 3:
    Potion of Flying
    SS
    Item 3
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 10
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
    Seaside Warehouse Card 4:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
    Seaside Warehouse Card 5:
    Worn Leather Skullcap
    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.
    Seaside Warehouse Card 6:
    Vakarla the Wrecker
    SS
    Henchman 3
    Type: Monster
    Traits:
    Half-Orc
    Illusionist
    Pirate
    To Defeat:
    Combat 16
    OR Arcane
    Perception 11
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Seaside Warehouse Card 7:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Seaside Warehouse Card 8:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Seaside Warehouse Card 9:
    Benevolent Buckler
    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.


  • Female Human Tier 6 Shifter Character Deck

    It is the hour of Milani.
    Explore Seaside Warehouse.

    Jolly Roger:

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

    Survival 8: 1d8 + 6 ⇒ (3) + 6 = 9 Acquired, put under the location deck!

    Discard (recharge) Fire Gecko to explore again.

    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.

    Auto acquire at Survival +6. Place under location card.

    Discard Blessing of Ketephys to explore again.

    Potion of Flying:

    SS
    Item 3
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 10
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

    Auto Fail and banish.

    Zova continues looking around the warehouse. A old skull and crossbones flag and a holy relic look worth putting aside for later, but she decides against keeping a strange potion that she has no way of safely identifying.

    End Turn. Reset Hand.

    Zova wrote:

    Hand: Crocodile, Aspect of the Frog, Vampire Squid, Blessing of Kelizandri, Blessing of Lamashtu, Snow Leopard, Aspect of the Hawk,

    Displayed:
    Deck: 13 Discard: 0 Buried: 2
    Notes: Use blessings as needed. Reroll used: Y. Hero Points: 4
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Stealth: Dexterity +1
    Constitution d8 [ ]+1 [ ]+2
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d8 [X]+1 [X]+2 [X]+3
    Survival: Wisdom +3
    Charisma d6 [ ]+1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9)
    Proficient with: Light Armors
    Powers:
    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.
    On your Strength, Dexterity or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's AD# and the Animal trait.
    You may discard a card to move after your exploration ([X] or to evade your encounter).
    [X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait.


    Hour of the Gods

    Well, best go clear out the Floating Shipyard methinks.

    Ruffian

    Random Character BYA: 1d3 ⇒ 2 = *Flenta* encounters the Buccaneer

    Guarding the docks, eh? That won't do... Acid Flask, play (recharge) BotE 2, character power to recharge BotE 3

    1d12 + 6 + 2d6 + 1d12 + 1d4 ⇒ (3) + 6 + (4, 6) + (8) + (3) = 30

    Pass Craft, so I can pick up a blessing then close.

    Yo ho ho, matey! Time to see what treasure ye buried... BotE 1 to explore.

    Fargo Vitterande!

    ...I did not expect to see you again so soon! Did you like my soup?

    ***Note: losing to Fargo is a foregone conclusion. You can guard, if you'd like to corner the Villain or save hours on the clock, though.

    BYA: summon and encounter the Roaring Dragon

    While I'm here, might as well see if he's stashed any plunder in the Captain's cabin... Recharge BotE 4 for char power

    Survival DC 9 1d12 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9

    Phew! That was a close-run thing!

    Plunder 1d6 ⇒ 3 = Armour

    Speaking of which...

    Fargo himself

    BYA: 1d4 ⇒ 2 = Lightning Bolt

    Combat 20+3 = DC 23 1d4 ⇒ 3

    And once again, I must bid the adieu! Steel Ibis Lamallar, recharge check Craft DC 9 1d12 + 6 ⇒ (4) + 6 = 10

    Who ever would have thought that dashing lady rogue was in my future?

    Recovery: Acid Flask Craft DC 6 1d12 + 6 ⇒ (10) + 6 = 16

    Redraw: entire hand

    End of Turn Summary:
    *Flenta fights a Buccaneer*
    Card 1 at Floating Shipyard dealt with
    Armour plunder stashed
    *Guard checks from Flenta and Zova, if desired*
    *Villan + x blessings from the Hourglass randomly shuffled into locations*

    Mother Myrtle wrote:

    Hand: Enervation, Slip*, Anesthetizing Slime, Tangleburn Bag, Elixir of Healing, Crystalline Carnivore, Coral Caputchin*,

    Displayed:
    Deck: 12 Discard: 5 Buried: 0
    Notes: Feel free to use my +2d4 vs. An/Acq/Plant/Vermin, or +1d4 to Wis, at my location. Also, healing (1d4+1), and, if needed, Enervation (-2d4 DC for Combat check)
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +1
    Intelligence d8 [x] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
    Craft: Wisdom +2
    Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2 [ ] +3
    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: Light Armours
    Powers: (Reanimator)
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([x] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
    with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
    [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
    [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Bucco fight. Cast Geyser.
    Combat 8 + # = 12: 1d8 + 3 + 2d6 + 1d4 + 1 ⇒ (8) + 3 + (2, 6) + (4) + 1 = 24 Defeated
    Display Geyser with Riffle Scrolls. Recharge new spell: Geyser again!

    Attempt to guard, shuffle my Brine's sting (loot, but the card it replaced is lvl 1) into the Warehouse.

    Since I guarded, the villain's escape won't affect my location. Taking my turn. Hour is BotG.
    Storm: 1d6 ⇒ 6: Banished!

    Explore Harbor card 1: Ruffian.
    Bucco fight (F, Z, MM): 1d3 ⇒ 1: Me. Ok.
    For Bucco, cast Dehydrating Touch
    Combat 8 + # = 12: 1d8 + 3 + 2d6 + 1d4 + 1 ⇒ (5) + 3 + (5, 5) + (2) + 1 = 21 Defeated
    Recharge new spell: Instant Armor

    For Ruffian fight, Reveal Dragonbane Greatsword.
    Combat 7 + # = 11: 1d10 + 4 + 1d12 + 2 + 1d4 + 1 ⇒ (7) + 4 + (10) + 2 + (3) + 1 = 27 Defeated!
    No Swashbuckling, so bury Earthbreaker from discards.

    Attempt to close. Shuffle Rekkish into Warehouse (again, a loot card that replaced a lvl 1). Harbor closed! On closing, give Crowbar to Zova.

    End turn, display Dehydrating Touch with Riffle Scrolls. Reset hand, drawing 5.

    Flenta wrote:

    Hand: Hellknight of the Nail, Dragonbane Greatsword, Anchor, Hydraulic Push, Obscure, Blessing of Besmara, Animated Shield,

    Displayed: Bearskin Armor, White War Paint, Riffle Scrolls, Create Mindscape, Geyser, Dehydrating Touch,
    Deck: 4 Discard: 2 Buried: 1
    Current Location: Harbor
    Hero Points: 1
    NOTES:
    Other: Add 1d4 + 1 to all local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Benefaction, Blessing of Nethys
    Recharged: Geyser(2), Instant Armor,
    Discard Pile: The Avalanche, Cold Iron Greatsword,
    Buried Pile: Earthbreaker,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Weapon
    POWERS:
    Role: Martial Adept
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your Attack combat check, you may use the skill Arcane: Intelligence +2.
    Shirt Reroll available
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    Boon: Amateur Swashbuckler: [x] [x] [x] [] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    Favored Card: Weapon or Spell


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    The BR assumes that Zova makes the guard check which still needs to be made...If check is not made then can add a random card to explore and then if encountered 50/50 it (1=villain and 2=blessing) and as a minor point an hour is lost

    During This Adventure: See top for ships, S&S rules, and loot

    YOUR SHIP IS THE Feathered Devil.

    Feathered Devil:

    Ship 3
    Class 0
    Check To Defeat:
    Craft/Disable 6
    OR
    Wisdom /Survival 5
    When Encountered: If you are commanding a ship, you may evade this ship.
    When Commanding: When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
    When you evade an encounter, recharge a random card.
    Check To Repair: Craft 3

    When Commanding (Wrecked): When Structural Damage is dealt to this ship, discard a card from a random character’s deck.
    You may not evade.

    SEIZED SHIP CHANGE:

    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:

  • When you encounter the henchman Ruffian, a random character summons and encounters the henchman Buccaneer.
  • When you encounter the villain Fargo Vitterande, summon and encounter the ship Roaring Dragon. If it is not defeated, summon and encounter the henchman Hammerhead Shark.

    Additional Rules:

    Plunder:

    Weaopon, Item

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
    Flenta = Magpie Princess / Amateur Swashbuckler(XX??)
    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.
    5-3B: 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.
    5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
    5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.

    Story Banes
    VILLAIN:

    Fargo Vitterande:

    SS Villain 4
    Type: Monster
    Traits: Lycanthrope Wizard Captain Pirate
    To Defeat: Combat 20
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat Fargo is increased by 3. Before you act, recharge 1d4 random cards with the Attack trait and weapons. If the check to defeat has the Swashbuckling trait, add 1d6 to it.

    HENCHMEN:
    Vakarla the Wrecker:

    SS Henchman 3
    Type: Monster
    Traits: Half-Orc Illusionist Pirate
    To Defeat: Combat 16 OR Arcane Perception 11
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Ruffian:

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

    Additional Banes:

    Buccaneer:

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

    5-4A: SENGATI’S REVENGE

    Scenario Level (#): 4

    Turn: 19, Zova/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Will-o'-Wisp
    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_

    Spoiler:
    Blood Hag
    SS
    Monster 3
    Traits:
    Hag
    To Defeat:
    Combat 15
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Spoiler:
    Koko
    SS
    Monster 4
    Traits:
    Plant
    Treant
    To Defeat:
    Combat 17
    Koko is immune to the Mental and Poison traits.
    Before you act, Koko deals 1 Ranged Combat damage to each character.
    If the check to defeat has the Fire trait, add 1d8 to it.
    If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

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

    Spoiler:
    Dire Shark
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 22
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    Barriers
    Spoiler:
    Sandbar
    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.

    Spoiler:
    Sandbar
    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.

    Spoiler:
    Hull Damage
    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.

    Spoiler:
    Treasure Hunt
    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.

    Spoiler:
    Electricity Arc Trap
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    Electricity
    To Defeat:
    Dexterity
    Disable 12
    OR Intelligence
    Arcane 14
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

    Weapons
    Spoiler:
    Rapier +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

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

    Spoiler:
    Pepperbox
    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.

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

    Spoiler:
    Find Traps
    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.

    Spoiler:
    Geyser
    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.

    Spoiler:
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Call Weapon
    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.

    Armors
    Spoiler:
    Fortified Shell Armor
    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.

    Spoiler:
    Benevolent Buckler
    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.

    Spoiler:
    Shark Skin Armor
    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.

    Spoiler:
    Brine Dragonhide Breastplate
    SS
    Armor 4
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    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.

    Spoiler:
    Fortified Shell Armor
    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.

    Items
    Spoiler:
    Astrolabe
    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.

    Spoiler:
    Potion of the Ocean
    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.

    Spoiler:
    Spellmaster's Tricorne
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
    Bury this card to succeed at your check to acquire or recharge a spell.

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

    Spoiler:
    Sniper Goggles
    SS
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Ranged
    Perception 13
    Reveal this card to add 4 to your Ranged combat or Perception check.

    Allies
    Spoiler:
    Dolphin
    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.

    Spoiler:
    Monkey
    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.

    Spoiler:
    Lady Cerise Bloodmourn
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    Captain
    Pirate
    To Acquire:
    Intelligence
    Knowledge 8
    THEN Charisma
    Diplomacy 11
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Sandara Quinn
    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.

    Spoiler:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Current Hour:

    Blessing of the Gods:
    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.

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/Redgar
    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.
    Hourglass Card 2 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 2 Flenta/eddiephlash
    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.
    Hourglass Card 3 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 3 Zova/Greenclaw
    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.
    Hourglass Card 4 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/Redgar
    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.
    Hourglass Card 5 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 5 Flenta/eddiephlash
    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.
    Hourglass Card 6 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 6 Zova/Greenclaw
    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.
    Hourglass Card 7 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/Redgar
    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.
    Hourglass Card 8 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 8 Flenta/eddiephlash
    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.
    Hourglass Card 9 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 9 Zova/Greenclaw
    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.
    Hourglass Card 10 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/Redgar
    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.
    Hourglass Card 11 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 11 Flenta/eddiephlash
    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.

    Location #1: Docks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar,

    Floating Shipyard Card 1 (Fargo Vitterande...or is it?):
    Fargo Vitterande
    SS
    Villain 4
    Type: Monster
    Traits:
    Lycanthrope
    Wizard
    Captain
    Pirate
    To Defeat:
    Combat 20
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat Fargo is increased by 3.
    Before you act, recharge 1d4 random cards with the Attack trait and weapons.
    If the check to defeat has the Swashbuckling trait, add 1d6 to it.

    Location #3: House of Stolen Kisses
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Safe House
    Closed
    At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Harbor
    Closed
    At This Location: At the start of your turn, you may give a card to a character at another location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta/eddiephlash,

    Location #6: Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zova/Greenclaw, Brine's Sting, Rekkish

    Seaside Warehouse Card 1:
    Worn Leather Skullcap
    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.
    Seaside Warehouse Card 2:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Seaside Warehouse Card 3:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
    Seaside Warehouse Card 4:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
    Seaside Warehouse Card 5:
    Vakarla the Wrecker
    SS
    Henchman 3
    Type: Monster
    Traits:
    Half-Orc
    Illusionist
    Pirate
    To Defeat:
    Combat 16
    OR Arcane
    Perception 11
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Seaside Warehouse Card 6:
    Rekkish
    None
    Loot 2
    Type: Ally
    Traits:
    To Acquire:
    None None
    On your check, after the roll, recharge this card to add 1.
    At the end of your turn, reveal this card and choose a character at your location to recharge a random card from his discard pile, then shuffle this card into his deck.
    Seaside Warehouse Card 7:
    Brine's Sting
    SS
    Loot 2
    Type: Weapon
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    To Acquire:

    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Seaside Warehouse Card 8:
    Benevolent Buckler
    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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Blessing of Hshurha):
    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.
    Cards Not In the Box Card 2 (Jolly Roger):
    Jolly Roger
    SS
    Item 2
    Traits:
    Object
    Swashbuckling
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.


  • Female Human Tier 6 Shifter Character Deck

    Off turn guard check: Recharge Crocodile to add Survival skill. Auto succeed at +6.
    It is the hour of the Gods.
    Explore.

    Worn Leather Skullcap:

    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.

    Auto succeed at Survival +6. Put card under location.

    So many interesting trinkets stored in this warehouse but no spare hands to hold them. Zova keeps digging around.

    Discard (recharge) Snow Leopard to explore again.

    Falcata +1:

    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Auto Fail and banish.

    Weapons, except for her trusty spear, are not really Zova's cup of tea. Time's running out before it's time to take on Fargo, so the young shifter continues to search.

    Discard Blessing of Kelizandri to explore again.

    Potion of Heroism:

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

    Auto fail and banish.

    More magical potions...or perhaps poisons. Zova doesn't take the chance with the vials.

    End Turn. Reset Hand.

    Zova wrote:

    Hand: Raven, Aspect of the Frog, Vampire Squid, Blessing of Achaekek, Blessing of Lamashtu, Magic Spyglass, Aspect of the Hawk,

    Displayed:
    Deck: 12 Discard: 1 Buried: 2
    Notes: Use blessings as needed. Reroll used: Y. Hero Points: 4
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Stealth: Dexterity +1
    Constitution d8 [ ]+1 [ ]+2
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d8 [X]+1 [X]+2 [X]+3
    Survival: Wisdom +3
    Charisma d6 [ ]+1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9)
    Proficient with: Light Armors
    Powers:
    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.
    On your Strength, Dexterity or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's AD# and the Animal trait.
    You may discard a card to move after your exploration ([X] or to evade your encounter).
    [X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait.


    Hour of Besmara

    MM moves to the lovely Seaside Warehouse

    Gargoyle Sniper!

    You again! It's like you're tracking me... but who is ambushing whom this time!

    BYA: use Anesthetizing Slime

    Hah! Bet you didn't expect that! Tangleburn Bag + Elixir of Healing

    Combat 18 + 4 = DC 22 1d12 + 6 + 2d8 + 1d4 ⇒ (2) + 6 + (6, 5) + (3) = 22

    Take that, ya lump o'rock.

    Slip to examine...

    Vakarla the Wrecker

    Check to put ontop: choose to fail

    Maybe we can wait for this rendezvous? then explore:

    Rekkish

    Crystalline Carnavore to explore

    Brine's Sting

    Well, I'm out of wind in my sails for the moment

    Recovery: Anesthetizing Slime Knowledge DC 7 1d8 + 3 ⇒ (3) + 3 = 6
    Tangleburn Bag Craft DC 12, recharging Coral Caputchin* 1d12 + 6 + 1d4 ⇒ (8) + 6 + (3) = 17
    Crystalline Carnivore Knowledge DC 11 1d8 + 3 ⇒ (8) + 3 = 11

    End of Turn Summary:
    Cards 4, 6, 7 dealt with
    Henchman (Card 5) on bottom

    Mother Myrtle wrote:

    Hand: Enervation, Druid of the Flame, Stained Glass Elemental, Dragon's Breath, Ambrosia, Cure, Magic Leather Armour,

    Displayed:
    Deck: 10 Discard: 7 Buried: 0
    Notes: Feel free to use my +2d4 vs. An/Acq/Plant/Vermin, or +1d4 to Wis, at my location. Also, healing (1d4+1), and, if needed, Enervation (-2d4 DC for Combat check), and +2d6 vs. Undead at my location.
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +1
    Intelligence d8 [x] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
    Craft: Wisdom +2
    Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2 [ ] +3
    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: Light Armours
    Powers: (Reanimator)
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([x] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
    with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
    [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
    [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: See top for ships, S&S rules, and loot

    YOUR SHIP IS THE Feathered Devil.

    Feathered Devil:

    Ship 3
    Class 0
    Check To Defeat:
    Craft/Disable 6
    OR
    Wisdom /Survival 5
    When Encountered: If you are commanding a ship, you may evade this ship.
    When Commanding: When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
    When you evade an encounter, recharge a random card.
    Check To Repair: Craft 3

    When Commanding (Wrecked): When Structural Damage is dealt to this ship, discard a card from a random character’s deck.
    You may not evade.

    SEIZED SHIP CHANGE:

    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:

  • When you encounter the henchman Ruffian, a random character summons and encounters the henchman Buccaneer.
  • When you encounter the villain Fargo Vitterande, summon and encounter the ship Roaring Dragon. If it is not defeated, summon and encounter the henchman Hammerhead Shark.

    Additional Rules:

    Plunder:

    Weaopon, Item

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
    Flenta = Magpie Princess / Amateur Swashbuckler(XX??)
    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.
    5-3B: 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.
    5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
    5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.

    Story Banes
    VILLAIN:

    Fargo Vitterande:

    SS Villain 4
    Type: Monster
    Traits: Lycanthrope Wizard Captain Pirate
    To Defeat: Combat 20
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat Fargo is increased by 3. Before you act, recharge 1d4 random cards with the Attack trait and weapons. If the check to defeat has the Swashbuckling trait, add 1d6 to it.

    HENCHMEN:
    Vakarla the Wrecker:

    SS Henchman 3
    Type: Monster
    Traits: Half-Orc Illusionist Pirate
    To Defeat: Combat 16 OR Arcane Perception 11
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Ruffian:

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

    Additional Banes:

    Buccaneer:

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

    5-4A: SENGATI’S REVENGE

    Scenario Level (#): 4

    Turn: 21, Flenta/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    Blood Moon Pirate
    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.

    Spoiler:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.

    Spoiler:
    Shackles Pirate
    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.

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

    Spoiler:
    Mercenary
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

    Barriers
    Spoiler:
    Illusory Wall
    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.

    Spoiler:
    Treasure Hunt
    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.

    Spoiler:
    Hull Damage
    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.

    Spoiler:
    Cannonade
    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.

    Spoiler:
    Becalmed
    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.

    Weapons
    Spoiler:
    Saltbox
    SS
    Weapon 4
    Traits:
    Firearm
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. 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.

    Spoiler:
    Rapier +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Falcata
    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.

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

    Spoiler:
    Falcata
    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.

    Spells
    Spoiler:
    Illuminate
    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.

    Spoiler:
    Aqueous Orb
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Sphere of Fire
    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.

    Spoiler:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

    Armors
    Spoiler:
    Shark Skin Armor
    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.

    Spoiler:
    Stanching Buckler
    SS
    Armor 2
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    Spoiler:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    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.

    Spoiler:
    Wilderness Studded Leather
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude
    Survival 7
    Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival 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.

    Spoiler:
    Magic Leather Armor
    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.

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

    Spoiler:
    Powder Keg
    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.

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

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

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

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

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

    Spoiler:
    Tessa Fairwind
    SS
    Ally 3
    Traits:
    Half-Elf
    Bard
    Captain
    Pirate
    To Acquire:
    Dexterity
    Stealth 7
    THEN Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Haneilius Fitch
    SS
    Ally 3
    Traits:
    Human
    Surgeon
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
    Recharge this card to explore your location. If you are on a ship, you may move before exploring.

    Spoiler:
    Imp
    SS
    Ally 3
    Traits:
    Outsider
    Elite
    To Acquire:
    Charisma
    Arcane 7
    Recharge this card to draw a card.
    Discard this card to draw 2 cards.
    Discard this card to explore your location.

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

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

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

    Current Hour:

    Blessing of the Gods:
    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.

    Hours Remaining: 9

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 1 Zova/Greenclaw
    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.
    Hourglass Card 2 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/Redgar
    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.
    Hourglass Card 3 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 3 Flenta/eddiephlash
    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.
    Hourglass Card 4 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 4 Zova/Greenclaw
    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.
    Hourglass Card 5 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/Redgar
    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.
    Hourglass Card 6 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 6 Flenta/eddiephlash
    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.
    Hourglass Card 7 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 7 Zova/Greenclaw
    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.
    Hourglass Card 8 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/Redgar
    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.
    Hourglass Card 9 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 9 Flenta/eddiephlash
    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.

    Location #1: Docks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Floating Shipyard Card 1 (Fargo Vitterande):
    Fargo Vitterande
    SS
    Villain 4
    Type: Monster
    Traits:
    Lycanthrope
    Wizard
    Captain
    Pirate
    To Defeat:
    Combat 20
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat Fargo is increased by 3.
    Before you act, recharge 1d4 random cards with the Attack trait and weapons.
    If the check to defeat has the Swashbuckling trait, add 1d6 to it.

    Location #3: House of Stolen Kisses
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Safe House
    Closed
    At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Harbor
    Closed
    At This Location: At the start of your turn, you may give a card to a character at another location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta/eddiephlash,

    Location #6: Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zova/Greenclaw, MotherMyrtle/Redgar, Brine's Sting, Rekkish

    Seaside Warehouse Card 1:
    Benevolent Buckler
    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.
    Seaside Warehouse Card 2 (Vakarla the Wrecker):
    Vakarla the Wrecker
    SS
    Henchman 3
    Type: Monster
    Traits:
    Half-Orc
    Illusionist
    Pirate
    To Defeat:
    Combat 16
    OR Arcane
    Perception 11
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Brine's Sting):
    Brine's Sting
    SS
    Loot 2
    Type: Weapon
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    To Acquire:

    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Cards Not In the Box Card 2 (Rekkish):
    Rekkish
    None
    Loot 2
    Type: Ally
    Traits:
    To Acquire:
    None None
    On your check, after the roll, recharge this card to add 1.
    At the end of your turn, reveal this card and choose a character at your location to recharge a random card from his discard pile, then shuffle this card into his deck.
    Cards Not In the Box Card 3 (Worn Leather Skullcap):
    Worn Leather Skullcap
    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.
    Cards Not In the Box Card 4 (Blessing of Hshurha):
    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.
    Cards Not In the Box Card 5 (Jolly Roger):
    Jolly Roger
    SS
    Item 2
    Traits:
    Object
    Swashbuckling
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.


  • 1 person marked this as a favorite.
    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Start turn. Hour is BotG. Move to Floating Shipyard. Explore card 1: Fargo Vitterande. Display Obscure. Recharge new spell: Illuminate. Hour increases difficulty by 3.
    Fargo luck: 1d4 ⇒ 4 Of course!
    Recharge greatsword and hydraulic push.

    "Guess I'm gonna have to punch this thing!"

    Villain encounter:

    Check off last Amateur Swashbuckler boon to add swashbuckling. Discard Besmara to double bless.
    Combat 20 + 3 = 23: 3d10 + 4 + 1d6 + 1d4 + 1 ⇒ (6, 3, 7) + 4 + (5) + (1) + 1 = 27 Success!


    1 person marked this as a favorite.
    Female Human Tier 6 Shifter Character Deck

    Off turn guard check:
    Recharge Aspect of the Frog to add Survival skill. Auto succeed at +6.


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    5-4A: Sengati’s Revenge
    Development
    Your raid was a resounding success. Captain Vitterande and his crew fought hard at first, but when it was clear you had the upper hand, Vitterande dove overboard. He may have escaped, but as soon as he hit the water, his crew threw down their weapons. Sengati cheered as she rushed to the wheel of her long-lost vessel.
    Once the rush of excitement died down, she offered to lend you the Roaring Dragon until you’d had a chance to defeat the traitor who stole your ship too. That’s an idea you happily consider. At sunrise, you will sail triumphantly into port, proving to the locals that you have more to give than empty words.

    Reward
    For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

    Acquired Cards (* = Plunder)
    Slip (Ally 3)
    Coral Capuchin (Ally 1)
    Magic Leather Armor (Armor B)
    Animated Shield (Armor 4)
    Blessing of Hshurha (Blessing 2)
    Worn Leather Skullcap (Item 2)
    Anchor (Item B)
    Magic Spyglass (Item 4)
    Jolly Roger (Item 2)
    Net of Snaring (Item 4)
    Protect (Spell 2)
    Dimension Leap (Spell 3)
    Falcata +1 (Weapon 1)
    Icy Boarding Pike +1 (Weapon B)*
    Periscope (Item 2)*

    Weapon 10
    Spell 23
    Armor 04
    Item 204242
    Ally 31
    Blessing 2

    Tier Rewards
    Each character gains 1 XP and 1 hero point (if not a replay).

    Please post rolls, decisions, etc in discussion thread


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    For completionist/posterity's sake, I should have fought the Roaring Dragon when encountering the villain. I choose to auto fail, wrecking the ship. then summon the Hammerhead shark. For this fight, cast Hydraulic Push and recharge Hellknight (basically, I can't lose my blessing).
    Combat 9 + # = 13: 1d8 + 3 + 2d6 + 1d8 + 1d4 + 1 ⇒ (6) + 3 + (2, 5) + (5) + (3) + 1 = 25 Sharkmeat


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    SCENARIO 5-4B: TO WOO THE CREW

    Captain Vitterande’s lackeys have fled, and your new position as the savior of the Roaring Dragon has brought you instant celebrity in Waunomani. Instead of brushing off your recruitment pitches, locals are now taking interest in your tales. You gather a large crowd in the street to listen to your tale of what brought you to this point. When you tell the story of what transpired in the Valashmai Jungle, of Akinaru’s treachery, a murmur runs through the crowd.

    “I saw a Feathered Devil at port,” reports one dockhand.

    “Elf captain?” replies a pale and nervous sailor. She gestures to a nearby tavern, the Tipsy Seagull. “I was eating dinner over in the ’Gull when a stuck-up elf barged in and promised riches if we worked for him. I thought it sounded ridiculous, but my friends all leapt up to join his crew! For a moment, I was going to go with them, but then I suddenly got this terrible headache. The whole thing gave me the creeps, so I got out of there.”

    Was this what happened to your crew when Akinaru stole the [u]Feathered Devil[/u] ? You turn to your crew leader, the tengu surgeon Rekkish. She nods solemnly, quietly confirming that she also felt a splitting headache when she refused to follow Akinaru’s mutiny. It would take powerful magic indeed to bend the wills of so many at once, but such strength would not be beyond reason for an oni of Akinaru’s caliber.

    A band of sailors emerging from the Tipsy Seagull breaks the uneasy quiet. Their merry laughter echoes as they take hearty swigs from the flasks at their hips. While you reassure the crowd and turn the topic back to your victories, Sengati rushes over to join the revelers. As she speaks in ominous tones, the sailors blanch. Her voice grows louder. “Yes, it’s all true. The oni’s curse could doom you all. Go, tell your captain before it’s too late!” With a start, the revelers flee toward the docks.

    Whatever Sengati just told them, you’d bet good platinum it wasn’t “all true.” Particularly after she whispers, “Whatever they say about oni curses on ancient treasure, just play along.” You weren’t planning to make inventing ancient curses part of your recruitment pitch, but you won’t stop Sengati. Still, you’d rather gather allies through more honest means.

    How many people can you convince to take up your cause?


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: See top for ships, S&S rules, and loot

    YOUR SHIP IS THE Feathered Devil (unless changed).

    Feathered Devil:

    Ship 3
    Class 0
    Check To Defeat:
    Craft/Disable 6
    OR
    Wisdom /Survival 5
    When Encountered: If you are commanding a ship, you may evade this ship.
    When Commanding: When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
    When you evade an encounter, recharge a random card.
    Check To Repair: Craft 3

    When Commanding (Wrecked): When Structural Damage is dealt to this ship, discard a card from a random character’s deck.
    You may not evade.

    SEIZED SHIP CHANGE:

    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: 5-4B: TO WOO THE CREW

  • After building the location decks, shuffle an ally, a barrier, and a monster from the box into each.
  • When you acquire an ally, you may display it next to a location.
  • On checks against the henchman Parley, add the number of allies displayed next to the location it came from.
  • When you close a location, stash all allies displayed next tocthat location as plunder.
  • To win, close all locations.

    Additional Rules:

    Plunder:

    TBD

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
    Flenta = Magpie Princess / Amateur Swashbuckler(XX??)
    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.
    5-3B: 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.
    5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
    5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

    Story Banes
    VILLAIN: None
    HENCHMEN:

    Parley:

    None Henchman 4
    Type: Barrier
    Traits: Army Pirate
    To Defeat: Charisma Acrobatics Ranged Craft Survival Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship. Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Additional Banes:

    Ruffian:

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

    Buccaneer:

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

    Scenario Level (#): 4

    Turn: 0, Flenta/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    Mercenary
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

    Spoiler:
    Great White Shark
    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.

    Spoiler:
    Bull Shark
    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.

    Spoiler:
    Giant Jellyfish
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    OR Dexterity
    Acrobatics 11
    All damage dealt by the Giant Jellyfish is Poison damage.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

    Spoiler:
    Sea Cat
    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.

    Barriers
    Spoiler:
    Large Chest
    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.

    Spoiler:
    Illusory Wall
    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.

    Spoiler:
    Hull Damage
    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.

    Spoiler:
    Curse of the Deep
    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.

    Spoiler:
    Curse of the Deep
    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.

    Weapons
    Spoiler:
    Morningstar +1
    SS
    Weapon 2
    Traits:
    Mace
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

    Spoiler:
    Dagger Pistol +1
    SS
    Weapon 2
    Traits:
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. 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.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spoiler:
    Musket +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Spoiler:
    Dragon Pistol +1
    SS
    Weapon 2
    Traits:
    Firearm
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 12
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.

    Spoiler:
    Sword Cane Pistol +2
    SS
    Weapon 4
    Traits:
    Firearm
    Ranged
    Piercing
    Reliable
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

    Spells
    Spoiler:
    Find Traps
    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.

    Spoiler:
    Geyser
    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.

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

    Spoiler:
    Dehydrating Touch
    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.

    Spoiler:
    Animated Weapon
    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.

    Armors
    Spoiler:
    Stanching Buckler
    SS
    Armor 2
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    Spoiler:
    Blackcloth Armor
    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.

    Spoiler:
    Goblin Buckler Gun
    SS
    Armor P
    Traits:
    Shield
    Firearm
    To Acquire:
    Dexterity
    Ranged 9
    THEN Constitution
    Fortitude 9
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
    Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Spoiler:
    Fortified Shell Armor
    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.

    Spoiler:
    Fortified Shell Armor
    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.

    Items
    Spoiler:
    Worn Leather Skullcap
    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.

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

    Spoiler:
    Besmara's Bones
    SS
    Item 2
    Traits:
    Tool
    Swashbuckling
    Besmara
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
    If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.

    Spoiler:
    Wand of Flame
    SS
    Item 2
    Traits:
    Wand
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

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

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

    Spoiler:
    Mase Darimar
    SS
    Ally 4
    Traits:
    Half-Elf
    Druid
    Captain
    Pirate
    To Acquire:
    Wisdom
    Perception 8
    THEN Charisma
    Diplomacy 11
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Coral Capuchin
    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.

    Spoiler:
    Crimson Cogward
    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.

    Spoiler:
    Mogmurch
    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


    Blessings
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Alehouse
    At This Location: When you acquire an ally, you may recharge it and draw a card.
    When Closing: Summon and defeat the henchman Ruffian.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Hall of Champions
    At This Location: When you succeed at a check, draw a card.
    When Closing: Display a weapon next to this location.
    When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
    Add 1d6 to your checks to acquire weapons.
    M: 3 Ba: 1 W: 4 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
    Located/Displayed Here: None


  • Female Human Tier 6 Shifter Character Deck

    Start at House of Stolen Kisses

    Zova wrote:

    Hand: Snow Leopard, Raven, Reed Moccasin, Saber-Toothed Tiger, Blessing of Kelizandri, Blessing of the Green Faith, Aspect of the Bat,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Use blessings as needed. Reroll used: N. Hero Points: 4
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Stealth: Dexterity +1
    Constitution d8 [ ]+1 [ ]+2
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d8 [X]+1 [X]+2 [X]+3
    Survival: Wisdom +3
    Charisma d6 [ ]+1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9)
    Proficient with: Light Armors
    Powers:
    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.
    On your Strength, Dexterity or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's AD# and the Animal trait.
    You may discard a card to move after your exploration ([X] or to evade your encounter).
    [X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait.


    Start at Feast Hall

    Mother Myrtle wrote:

    Hand: Dragon's Breath, Blessing of the Elements 1, Cure, Potion of Heroism, Anesthetizing Slime, Enervation, Mirror Image,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Feel free to use my Local powers/cards: +2d4 vs. An/Acq/Plant/Vermin, or +1d4 to Wis; healing (1d4+1); or, +1d6 to a character's checks until the end of my turn. Also, if needed, my Global powers: Enervation (-2d4 DC for Combat check), and blessings.
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +1
    Intelligence d8 [x] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
    Craft: Wisdom +2
    Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2 [ ] +3
    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: Light Armours
    Powers: (Reanimator)
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([x] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
    with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
    [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
    [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    "Hall of Champions?! Sign me up!"

    Replace Pharasma with loot: Besmara. Replace Cold Iron Greatsword with loot: Brine's Sting.

    Flenta wrote:

    Hand: Blessing of Besmara, Riffle Scrolls, Dragonbane Greatsword, Ice and Fire, Fly, Bearskin Armor, Create Mindscape,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Hall of Champions
    Hero Points: 1
    NOTES:
    Other: Add 1d4 + 1 to all local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): White War Paint, Crowbar, Vicious Scythe, Benefaction, Hellknight of the Nail, Blessing of Nethys, Cleric of Nethys, Brine's Sting, Pyrotechnic Blast, Locate Object, The Avalanche, Earthbreaker
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Weapon
    POWERS:
    Role: Martial Adept
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your Attack combat check, you may use the skill Arcane: Intelligence +2.
    Shirt Reroll available
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    Boon: Amateur Swashbuckler: [x] [x] [x] [x] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    Favored Card: Weapon or Spell


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: See top for ships, S&S rules, and loot

    YOUR SHIP IS THE Feathered Devil (unless changed).

    Feathered Devil:

    Ship 3
    Class 0
    Check To Defeat:
    Craft/Disable 6
    OR
    Wisdom /Survival 5
    When Encountered: If you are commanding a ship, you may evade this ship.
    When Commanding: When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
    When you evade an encounter, recharge a random card.
    Check To Repair: Craft 3

    When Commanding (Wrecked): When Structural Damage is dealt to this ship, discard a card from a random character’s deck.
    You may not evade.

    SEIZED SHIP CHANGE:

    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: 5-4B: TO WOO THE CREW

  • After building the location decks, shuffle an ally, a barrier, and a monster from the box into each.
  • When you acquire an ally, you may display it next to a location.
  • On checks against the henchman Parley, add the number of allies displayed next to the location it came from.
  • When you close a location, stash all allies displayed next tocthat location as plunder.
  • To win, close all locations.

    Additional Rules:

    Plunder:

    TBD

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
    Flenta = Magpie Princess / Amateur Swashbuckler(XX??)
    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.
    5-3B: 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.
    5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
    5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

    Story Banes
    VILLAIN: None
    HENCHMEN:

    Parley:

    None Henchman 4
    Type: Barrier
    Traits: Army Pirate
    To Defeat: Charisma Acrobatics Ranged Craft Survival Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship. Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Additional Banes:

    Ruffian:

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

    Buccaneer:

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

    Scenario Level (#): 4

    Turn: 0, Flenta/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    Shackles Pirate
    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.

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

    Spoiler:
    Manticore
    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.

    Spoiler:
    Cyclops
    SS
    Monster 4
    Traits:
    Giant
    Cyclops
    To Defeat:
    Combat 22
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Spoiler:
    Scalawag
    SS
    Monster 2
    Traits:
    Human
    Pirate
    Elite
    To Defeat:
    Combat 13
    Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

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

    Spoiler:
    Curse of the Deep
    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.

    Spoiler:
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

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

    Spoiler:
    Cannonade
    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.

    Weapons
    Spoiler:
    Animalbane Dagger +1
    SS
    Weapon 1
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
    When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

    Spoiler:
    Keen Falcata +1
    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.

    Spoiler:
    Morningstar +1
    SS
    Weapon 2
    Traits:
    Mace
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

    Spoiler:
    Goblin Pegleg
    SS
    Weapon P
    Traits:
    Club
    Melee
    Bludgeoning
    Poison
    Swashbuckling
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
    "Scurvy dogs done ate my leg,
    So I got this fancy peg.
    Pounded nails all through and through,
    Goblin kick now poisons you!" -Ranzak, goblin Pirate


    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spells
    Spoiler:
    Dimension Leap
    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.

    Spoiler:
    Dehydrating Touch
    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.

    Spoiler:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Geyser
    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.

    Spoiler:
    Find Traps
    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
    Spoiler:
    Sniper's Studded Leather
    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.

    Spoiler:
    Wilderness Studded Leather
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude
    Survival 7
    Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival 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.

    Spoiler:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    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.

    Spoiler:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Benevolent Buckler
    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.

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

    Spoiler:
    Sea Tyrant's Patch
    SS
    Item 3
    Traits:
    Accessory
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

    Spoiler:
    Potion of the Ocean
    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.

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

    Spoiler:
    Potion of Flying
    SS
    Item 3
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 10
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

    Allies
    Spoiler:
    Monkey
    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.

    Spoiler:
    Sandara Quinn
    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.

    Spoiler:
    Conchobhar Turlach Shortstone
    SS
    Ally 1
    Traits:
    Gnome
    Bard
    Pirate
    To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Haneilius Fitch
    SS
    Ally 3
    Traits:
    Human
    Surgeon
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
    Recharge this card to explore your location. If you are on a ship, you may move before exploring.

    Spoiler:
    Mase Darimar
    SS
    Ally 4
    Traits:
    Half-Elf
    Druid
    Captain
    Pirate
    To Acquire:
    Wisdom
    Perception 8
    THEN Charisma
    Diplomacy 11
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Blessings
    Spoiler:
    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.

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

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 1 Zova/Greenclaw
    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.
    Hourglass Card 2 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/Redgar
    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.
    Hourglass Card 3 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 3 Flenta/eddiephlash
    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.
    Hourglass Card 4 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 4 Zova/Greenclaw
    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.
    Hourglass Card 5 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/Redgar
    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.
    Hourglass Card 6 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 6 Flenta/eddiephlash
    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.
    Hourglass Card 7 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 7 Zova/Greenclaw
    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.
    Hourglass Card 8 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/Redgar
    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.
    Hourglass Card 9 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 9 Flenta/eddiephlash
    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.
    Hourglass Card 10 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 10 Zova/Greenclaw
    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.
    Hourglass Card 11 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/Redgar
    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.
    Hourglass Card 12 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 12 Flenta/eddiephlash
    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.
    Hourglass Card 13 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 13 Zova/Greenclaw
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/Redgar
    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.
    Hourglass Card 15 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 15 Flenta/eddiephlash
    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.
    Hourglass Card 16 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 16 Zova/Greenclaw
    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.
    Hourglass Card 17 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/Redgar
    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.
    Hourglass Card 18 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 18 Flenta/eddiephlash
    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.
    Hourglass Card 19 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 19 Zova/Greenclaw
    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.
    Hourglass Card 20 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 20 MotherMyrtle/Redgar
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 21 Flenta/eddiephlash
    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.
    Hourglass Card 22 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 22 Zova/Greenclaw
    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.
    Hourglass Card 23 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 23 MotherMyrtle/Redgar
    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.
    Hourglass Card 24 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 24 Flenta/eddiephlash
    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.
    Hourglass Card 25 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 25 Zova/Greenclaw
    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.
    Hourglass Card 26 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 26 MotherMyrtle/Redgar
    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.
    Hourglass Card 27 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 27 Flenta/eddiephlash
    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.
    Hourglass Card 28 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 28 Zova/Greenclaw
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    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.
    Hourglass Card 29 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 29 MotherMyrtle/Redgar
    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.
    Hourglass Card 30 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 30 Flenta/eddiephlash
    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: Alehouse
    At This Location: When you acquire an ally, you may recharge it and draw a card.
    When Closing: Summon and defeat the henchman Ruffian.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Hall of Champions
    At This Location: When you succeed at a check, draw a card.
    When Closing: Display a weapon next to this location.
    When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
    Add 1d6 to your checks to acquire weapons.
    M: 3 Ba: 1 W: 4 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Flenta/eddiephlash, None

    Location #3: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, None

    Location #4: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
    Located/Displayed Here: Zova/Greenclaw, None


  • My two 'bonus start of scenario' draws: Elixir of Healing + Lightning Bolt


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: See top for ships, S&S rules, and loot

    YOUR SHIP IS THE Feathered Devil (unless changed).

    Feathered Devil:

    Ship 3
    Class 0
    Check To Defeat:
    Craft/Disable 6
    OR
    Wisdom /Survival 5
    When Encountered: If you are commanding a ship, you may evade this ship.
    When Commanding: When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
    When you evade an encounter, recharge a random card.
    Check To Repair: Craft 3

    When Commanding (Wrecked): When Structural Damage is dealt to this ship, discard a card from a random character’s deck.
    You may not evade.

    SEIZED SHIP CHANGE:

    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: 5-4B: TO WOO THE CREW

  • After building the location decks, shuffle an ally, a barrier, and a monster from the box into each.
  • When you acquire an ally, you may display it next to a location.
  • On checks against the henchman Parley, add the number of allies displayed next to the location it came from.
  • When you close a location, stash all allies displayed next tocthat location as plunder.
  • To win, close all locations.

    Additional Rules:

    Plunder:

    TBD

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
    Flenta = Magpie Princess / Amateur Swashbuckler(XX??)
    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.
    5-3B: 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.
    5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
    5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

    Story Banes
    VILLAIN: None
    HENCHMEN:

    Parley:

    None Henchman 4
    Type: Barrier
    Traits: Army Pirate
    To Defeat: Charisma Acrobatics Ranged Craft Survival Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship. Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Additional Banes:

    Ruffian:

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

    Buccaneer:

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

    Scenario Level (#): 4

    Turn: 1, Zova/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Pirate Guard
    SS
    Monster 4
    Traits:
    Dwarf
    Fighter
    Pirate
    To Defeat:
    Combat 19
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Spoiler:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

    Spoiler:
    Manticore
    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.

    Spoiler:
    Sargassum Fiend
    SS
    Monster 4
    Traits:
    Plant
    Aquatic
    To Defeat:
    Wisdom
    Perception 12
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

    Spoiler:
    Darkforest Anemone
    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.

    Barriers
    Spoiler:
    Pirate Entertainments
    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.

    Spoiler:
    Lookout Duty
    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.

    Spoiler:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Spoiler:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    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+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

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

    Weapons
    Spoiler:
    Morningstar +1
    SS
    Weapon 2
    Traits:
    Mace
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

    Spoiler:
    Humanbane Crossbow +2
    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.

    Spoiler:
    Keen Falcata +1
    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.

    Spoiler:
    Spellsword +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Spoiler:
    Goblin Pegleg
    SS
    Weapon P
    Traits:
    Club
    Melee
    Bludgeoning
    Poison
    Swashbuckling
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
    "Scurvy dogs done ate my leg,
    So I got this fancy peg.
    Pounded nails all through and through,
    Goblin kick now poisons you!" -Ranzak, goblin Pirate


    Spells
    Spoiler:
    Telekinesis
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
    For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Dimension Leap
    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.

    Spoiler:
    Resist Energy
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

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

    Spoiler:
    Vomit Twin
    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.

    Armors
    Spoiler:
    Benevolent Buckler
    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.

    Spoiler:
    Benevolent Buckler
    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.

    Spoiler:
    Goblin Buckler Gun
    SS
    Armor P
    Traits:
    Shield
    Firearm
    To Acquire:
    Dexterity
    Ranged 9
    THEN Constitution
    Fortitude 9
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
    Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Spoiler:
    Eel Skin Armor
    SS
    Armor 4
    Traits:
    Light Armor
    Magic
    Aquatic
    Swashbuckling
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, 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.

    Spoiler:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    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
    Spoiler:
    Ring of Rat Fangs
    SS
    Item 4
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 10
    If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.

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

    Spoiler:
    Token of Remembrance
    SS
    Item B
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Spoiler:
    Alkali Flask
    SS
    Item 4
    Traits:
    Liquid
    Attack
    Acid
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Spoiler:
    Potion of the Ocean
    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.

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

    Spoiler:
    Barefoot Samms Toppin
    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.

    Spoiler:
    Crimson Cogward
    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.

    Spoiler:
    Imp
    SS
    Ally 3
    Traits:
    Outsider
    Elite
    To Acquire:
    Charisma
    Arcane 7
    Recharge this card to draw a card.
    Discard this card to draw 2 cards.
    Discard this card to explore your location.

    Spoiler:
    Tessa Fairwind
    SS
    Ally 3
    Traits:
    Half-Elf
    Bard
    Captain
    Pirate
    To Acquire:
    Dexterity
    Stealth 7
    THEN Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Blessings
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

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

    Current Hour:

    Blessing of Milani:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/Redgar
    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.
    Hourglass Card 2 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 2 Flenta/eddiephlash
    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.
    Hourglass Card 3 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 3 Zova/Greenclaw
    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.
    Hourglass Card 4 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/Redgar
    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.
    Hourglass Card 5 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 5 Flenta/eddiephlash
    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.
    Hourglass Card 6 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 6 Zova/Greenclaw
    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.
    Hourglass Card 7 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/Redgar
    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.
    Hourglass Card 8 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 8 Flenta/eddiephlash
    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.
    Hourglass Card 9 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 9 Zova/Greenclaw
    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.
    Hourglass Card 10 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/Redgar
    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.
    Hourglass Card 11 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 11 Flenta/eddiephlash
    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.
    Hourglass Card 12 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 12 Zova/Greenclaw
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 13 MotherMyrtle/Redgar
    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.
    Hourglass Card 14 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 14 Flenta/eddiephlash
    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.
    Hourglass Card 15 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 15 Zova/Greenclaw
    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.
    Hourglass Card 16 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 16 MotherMyrtle/Redgar
    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.
    Hourglass Card 17 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 17 Flenta/eddiephlash
    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.
    Hourglass Card 18 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 18 Zova/Greenclaw
    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.
    Hourglass Card 19 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/Redgar
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 20 Flenta/eddiephlash
    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.
    Hourglass Card 21 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 21 Zova/Greenclaw
    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.
    Hourglass Card 22 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 22 MotherMyrtle/Redgar
    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.
    Hourglass Card 23 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 23 Flenta/eddiephlash
    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.
    Hourglass Card 24 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 24 Zova/Greenclaw
    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.
    Hourglass Card 25 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 25 MotherMyrtle/Redgar
    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.
    Hourglass Card 26 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 26 Flenta/eddiephlash
    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.
    Hourglass Card 27 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 27 Zova/Greenclaw
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    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.
    Hourglass Card 28 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 28 MotherMyrtle/Redgar
    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.
    Hourglass Card 29 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 29 Flenta/eddiephlash
    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: Alehouse
    At This Location: When you acquire an ally, you may recharge it and draw a card.
    When Closing: Summon and defeat the henchman Ruffian.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: None

    Alehouse Card 1:
    Becalmed
    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.
    Alehouse Card 2:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Alehouse Card 3:
    Parley
    None
    Henchman 4
    Type: Barrier
    Traits:
    Army
    Pirate
    To Defeat:
    Charisma
    Acrobatics
    Ranged
    Craft
    Survival
    Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship.
    Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Alehouse Card 4:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Alehouse Card 5:
    Giffer Tibbs
    SS
    Ally B
    Traits:
    Gnome
    Pirate
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to put the bottom card of your deck on top of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Alehouse Card 6:
    Marine
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 8
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
    Alehouse Card 7:
    Electricity Arc Trap
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    Electricity
    To Defeat:
    Dexterity
    Disable 12
    OR Intelligence
    Arcane 14
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
    Alehouse Card 8:
    Crystal of Healing Hands
    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.
    Alehouse Card 9:
    Pierce Jerrell
    SS
    Ally 3
    Traits:
    Human
    Sorcerer
    Captain
    Pirate
    To Acquire:
    Intelligence
    Arcane 6
    OR Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Alehouse Card 10:
    Jellyfish Swarm
    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.
    Alehouse Card 11:
    Lady Cerise Bloodmourn
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    Captain
    Pirate
    To Acquire:
    Intelligence
    Knowledge 8
    THEN Charisma
    Diplomacy 11
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Alehouse Card 12:
    Pteranodon
    SS
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
    Alehouse Card 13:
    Cecaelia
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

    Location #2: Hall of Champions
    At This Location: When you succeed at a check, draw a card.
    When Closing: Display a weapon next to this location.
    When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
    Add 1d6 to your checks to acquire weapons.
    M: 3 Ba: 1 W: 4 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Flenta/eddiephlash, None
    Hall of Champions Card 1:
    Shark Skin Armor
    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.
    Hall of Champions Card 2:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Hall of Champions Card 3:
    Parley
    None
    Henchman 4
    Type: Barrier
    Traits:
    Army
    Pirate
    To Defeat:
    Charisma
    Acrobatics
    Ranged
    Craft
    Survival
    Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship.
    Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of Champions Card 4:
    Shark Skin Armor
    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.
    Hall of Champions Card 5:
    Keen Falcata +1
    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.
    Hall of Champions Card 6:
    Darkforest Anemone
    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.
    Hall of Champions Card 7:
    Old Salt
    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.
    Hall of Champions Card 8:
    Sapphire Jellyfish
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
    Hall of Champions Card 9:
    Spiked Log Trap
    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.
    Hall of Champions Card 10:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
    Hall of Champions Card 11:
    Invigorating Kukri +1
    SS
    Weapon 4
    Traits:
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Divine 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
    Hall of Champions Card 12:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Hall of Champions Card 13:
    Will-o'-Wisp
    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_

    Location #3: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, None
    Festhall Card 1:
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.
    Festhall Card 2:
    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.
    Festhall Card 3:
    Merrill Pegsworthy
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Captain
    Pirate
    To Acquire:
    Strength
    Melee 6
    OR Charisma
    Diplomacy 8
    Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Festhall Card 4:
    Powder Keg
    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.
    Festhall Card 5:
    Cut-Throat Grok
    SS
    Ally 1
    Traits:
    Half-Orc
    Fighter
    Pirate
    To Acquire:
    Constitution
    Fortitude 5
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Festhall Card 6:
    Seeking Harpoon +1
    SS
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.
    If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.
    Festhall Card 7:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Festhall Card 8:
    Parley
    None
    Henchman 4
    Type: Barrier
    Traits:
    Army
    Pirate
    To Defeat:
    Charisma
    Acrobatics
    Ranged
    Craft
    Survival
    Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship.
    Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Festhall Card 9:
    Royster McCleagh
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Festhall Card 10:
    Siren Caller
    SS
    Monster B
    Traits:
    Siren
    Aquatic
    Veteran
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Festhall Card 11:
    Protect
    SS
    Spell 2
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    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.
    Festhall Card 12:
    Musket +2
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Festhall Card 13:
    Giant Rock Crab
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 13
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Location #4: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
    Located/Displayed Here: Zova/Greenclaw, None
    House of Stolen Kisses Card 1:
    Electricity Arc Trap
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    Electricity
    To Defeat:
    Dexterity
    Disable 12
    OR Intelligence
    Arcane 14
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
    House of Stolen Kisses Card 2:
    Aqueous Orb
    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.
    House of Stolen Kisses Card 3:
    Sefina
    SS
    Ally 4
    Traits:
    Nymph
    Nereid
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 12
    Bury this card to evade your encounter.
    Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
    House of Stolen Kisses Card 4:
    Avimar Sorrinash
    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 5:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    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+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
    House of Stolen Kisses Card 6:
    Pteranodon
    SS
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
    House of Stolen Kisses Card 7:
    Blazing Servant
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.
    House of Stolen Kisses Card 8:
    Ederleigh Baines
    SS
    Ally 4
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Charisma
    Diplomacy 10
    Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    House of Stolen Kisses Card 9:
    Parley
    None
    Henchman 4
    Type: Barrier
    Traits:
    Army
    Pirate
    To Defeat:
    Charisma
    Acrobatics
    Ranged
    Craft
    Survival
    Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship.
    Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    House of Stolen Kisses Card 10:
    Koko
    SS
    Monster 4
    Traits:
    Plant
    Treant
    To Defeat:
    Combat 17
    Koko is immune to the Mental and Poison traits.
    Before you act, Koko deals 1 Ranged Combat damage to each character.
    If the check to defeat has the Fire trait, add 1d8 to it.
    If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
    House of Stolen Kisses Card 11:
    Manticore
    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.
    House of Stolen Kisses Card 12:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    House of Stolen Kisses Card 13:
    Audessa Reyquio
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Dexterity
    Acrobatics 7
    THEN Charisma
    Diplomacy 10
    Reveal this card to add 1 to your check. You may play another ally on this check.
    Discard this card to explore your location.


  • Female Human Tier 6 Shifter Character Deck

    It is the hour of Milani.
    Display Aspect of the Bat. Examine top card of location: Electricity Arc Trap. Place it under the next card. Explore.

    Aqueous Orb:

    SS
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

    Wisdom 9: 1d8 + 3 ⇒ (8) + 3 = 11 Acquired!

    Zova somewhat hesitantly heads into the house of pleasure, unsure what to expect. Much more comfortable in the outdoors and in her own company, she awkwardly looks through a nearby bookshelf of scrolls and tomes before approaching any of the patrons or staff.

    Discard (recharge) Snow Leopard to explore again. Examining the trap and putting it under the next card again.

    Sefina:

    SS
    Ally 4
    Traits:
    Nymph
    Nereid
    To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 12
    Bury this card to evade your encounter.
    Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.

    Discard Blessing of Kelizandri to add 1 die.
    Survival 12: 2d8 + 6 ⇒ (2, 3) + 6 = 11
    Shirt reroll the '2'.
    Survival 12: 3 + 6 + 1d8 ⇒ 3 + 6 + (5) = 14 Acquired and displayed next to this location. Discard Aqueous Orb for location effect.

    A beautiful young woman with pearlescent skin and long, shiny dark hair approaches young Zova. Wearing nothing but a diaphonous shawl, the young girl leaves little to the imagination, the skin of her body shimmering through the fine fabric as if it was lightly covered in water.

    Stuttering her way through the conversation, Zova manages to befriend the nymph, sharing some interesting tales of how she manages to use her shifting talents in various sticky situations. Sefina offers a few suggestions as to shapes she'd like to see Zova try out, bringing a blush to the young shifter's face.

    Discard (recharge) Raven to explore again. Examining the trap and putting it under the next card again.

    Avimar Sorrinash:

    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    As she tries to extract herself from the unsettling presence of the seductive nymph, Zova tries to come up with an excuse to leave. Sefina pays little attention, suggesting Zova have a chat with a fellow shape-shifter, a pirate captain by the name of Avimar.

    While Sefina heads off to fetch him, Zova takes the opportunity to slip away into a nearby room.

    Discard Saber-Toothed Tiger to evade the encounter. Shuffle ally back in.
    End Turn. Recharge Aspect of the Bat. Reset Hand.

    Zova wrote:

    Hand: Aspect of the Frog, Coat of Mist, Reed Moccasin, Wendifisa Spear, Blessing of the Green Faith, Aspect of the Hawk, Blessing of Lamashtu,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Notes: Use blessings as needed. Reroll used: Y. Hero Points: 4
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Stealth: Dexterity +1
    Constitution d8 [ ]+1 [ ]+2
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d8 [X]+1 [X]+2 [X]+3
    Survival: Wisdom +3
    Charisma d6 [ ]+1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9)
    Proficient with: Light Armors
    Powers:
    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.
    On your Strength, Dexterity or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's AD# and the Animal trait.
    You may discard a card to move after your exploration ([X] or to evade your encounter).
    [X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait.


    Blessing of Milani

    Time to whet my whistle More to the Ale House

    Becalmed Survival DC 8 Recharge Cure 1d12 + 6 + 2d4 ⇒ (7) + 6 + (1, 3) = 17

    Anesthetizing Slime to explore

    Falcata +1 Strength DC 10 1d4 ⇒ 3

    Well, this has been rather disappointing so far. Maybe third time is the charm? BotE 1 to explore

    Parlay

    Enemy Ship = 1d3 ⇒ 2 = Zova

    Zova Encounters Enemy Ship as BYA

    Spoiler:
    To defeat Parlay:

    How about an Arts and Crafts exchange?

    Craft DC 12 1d12 + 6 ⇒ (5) + 6 = 11

    Not a fan o' my Skrimshaw, eh? Them's fightin' words!

    1d4 ⇒ 3 damage, playing Mirror Image 1d4 ⇒ 3

    Combat DC 20

    KZOT! Lightning Bolt + Potion of Heroism, which I should have played sooner, plus recharge of Elixir of Healing 1d12 + 4 + 3d6 + 1d4 ⇒ (11) + 4 + (6, 6, 2) + (1) = 30

    Assuming Zova and Eddie deal with the barrier...

    Ruffian

    Combat 7 + 4 = DC 11 Phwooosh! Dragon's Breath+Potion of Heroism 1d12 + 6 + 3d6 + 1d6 ⇒ (4) + 6 + (5, 6, 5) + (4) = 30


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Start of scenario, display bearskin, Create Mindscape, and rifflescrolls.
    Recharge new spell: Obscure
    Discard Besmara for Parley - Acro check.

    Acro 12: 2d6 + 2 ⇒ (3, 1) + 2 = 6 Ouch
    Combat damage: 1d4 ⇒ 1 Recharge bearskin

    Cast Ice and Fire. Create Mindscape adds d4.
    Combat 20: 1d8 + 3 + 2d8 + 3 + 1d4 + 1 + 1d4 ⇒ (1) + 3 + (1, 5) + 3 + (4) + 1 + (4) = 22 Nice!
    Success, so draw a card: Pyrotechnic Blast. Also recharge new spell from playing I&F: Vomit Twin. Display Ice and Fire with Riffle scrolls during MM's recovery phase.


    Female Human Tier 6 Shifter Character Deck

    Off turn: Encounter Enemy Ship.
    Random Ship: 1d20 ⇒ 5

    Truewind:

    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.


    Auto defeat with Survival +6
    Plunder: 1d6 ⇒ 4 Item

    Still off turn:

    Parley:

    None Henchman 4
    Type: Barrier
    Traits: Army Pirate
    To Defeat: Charisma Acrobatics Ranged Craft Survival Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship. Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Discard Blessing of Lamashtu
    Survival 12: 2d8 + 6 ⇒ (1, 7) + 6 = 14 Defeated!


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Start turn. Hour is Kelizandri. Cast Fly to examine top of Hall: Shark Skin Armor
    and top of Festhall: Pirate Captain. Neither of those is great, move to Alehouse. Recharge new spell: Need new tier 2 or lower Arcane Spell please!

    Explore Alehouse card 4: Barroom Brawl. Each local character encounters this barrier (Mother Myrtle, that means you!)
    Melee 5: 1d10 + 5 ⇒ (10) + 5 = 15 Auto success

    End turn. Banish Fly. Reset hand, drawing 5

    Flenta wrote:

    Hand: Dragonbane Greatsword, Pyrotechnic Blast, Brine's Sting, Locate Object, White War Paint, Hellknight of the Nail, Earthbreaker,

    Displayed: Create Mindscape, (at Hall of Champions), Riffle Scrolls, Ice and Fire,
    Deck: 9 Discard: 1 Buried: 0
    Current Location: Alehouse
    Hero Points: 1
    NOTES:
    Other: Add 1d4 + 1 to all local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crowbar, Cleric of Nethys, The Avalanche, Benefaction, Vicious Scythe, Blessing of Nethys
    Recharged: Bearskin Armor, Obscure, Vomit Twin, New spell,
    Discard Pile: Blessing of Besmara,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Weapon
    POWERS:
    Role: Martial Adept
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your Attack combat check, you may use the skill Arcane: Intelligence +2.
    Shirt Reroll available
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    Boon: Amateur Swashbuckler: [x] [x] [x] [x] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    Favored Card: Weapon or Spell


    Mother Myrtle finishes her turn, now that the Parley has been dealt with.

    Good show, comrades!

    Recovery: Anesthetizing Slime Knowledge DC 7 1d8 + 3 ⇒ (7) + 3 = 10
    Mirror Image Arcane DC 11 1d12 + 4 ⇒ (2) + 4 = 6
    Lightning Bolt Arcane DC 10 1d12 + 4 ⇒ (10) + 4 = 14
    Potion of Heroism Knowledge DC 11 1d8 + 3 ⇒ (6) + 3 = 9
    Dragon's Breath Arcane DC 13, recharging Enervation1d12 + 4 + 1d4 ⇒ (2) + 4 + (4) = 10

    Redraw: whole hand

    End of Turn Summary: Alehouse Closed!

    Mother Myrtle wrote:

    Hand: Acid Flask, Blessing of the Elements 3, Blessing of the Elements 2, Ambrosia, Alchemist's Fire, Stained Glass Elemental, Blessing of the Elements 4,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    Notes: Feel free to use my +2d4 vs. An/Acq/Plant/Vermin, or +1d4 to Wis, at my location. Also, healing (1d4+1), and, if needed, Enervation (-2d4 DC for Combat check), and +2d6 vs. Undead at my location.
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +1
    Intelligence d8 [x] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
    Craft: Wisdom +2
    Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2 [ ] +3
    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: Light Armours
    Powers: (Reanimator)
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([x] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
    with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
    [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
    [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Intitial Plunder: 1d6 ⇒ 5 Ally added to Item that Zova acquired for Truewind
    Flenta can keep results of fly and needs to redo moving, exploring and the like.

    Arcane Spell for Flenta:

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

    During This Adventure: See top for ships, S&S rules, and loot

    YOUR SHIP IS THE Feathered Devil (unless changed).

    Feathered Devil:

    Ship 3
    Class 0
    Check To Defeat:
    Craft/Disable 6
    OR
    Wisdom /Survival 5
    When Encountered: If you are commanding a ship, you may evade this ship.
    When Commanding: When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
    When you evade an encounter, recharge a random card.
    Check To Repair: Craft 3

    When Commanding (Wrecked): When Structural Damage is dealt to this ship, discard a card from a random character’s deck.
    You may not evade.

    SEIZED SHIP CHANGE:

    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: 5-4B: TO WOO THE CREW

  • After building the location decks, shuffle an ally, a barrier, and a monster from the box into each.
  • When you acquire an ally, you may display it next to a location.
  • On checks against the henchman Parley, add the number of allies displayed next to the location it came from.
  • When you close a location, stash all allies displayed next tocthat location as plunder.
  • To win, close all locations.

    Additional Rules:

    Plunder:

    Ally, Item

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
    Flenta = Magpie Princess / Amateur Swashbuckler(XX??)
    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.
    5-3B: 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.
    5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
    5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

    Story Banes
    VILLAIN: None
    HENCHMEN:

    Parley:

    None Henchman 4
    Type: Barrier
    Traits: Army Pirate
    To Defeat: Charisma Acrobatics Ranged Craft Survival Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship. Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Additional Banes:

    Ruffian:

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

    Buccaneer:

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

    Scenario Level (#): 4

    Turn: 4, Zova/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Giant Spyglass Octopus
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    THEN Combat 18
    Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.

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

    Spoiler:
    Manticore
    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.

    Spoiler:
    Scalawag
    SS
    Monster 2
    Traits:
    Human
    Pirate
    Elite
    To Defeat:
    Combat 13
    Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

    Spoiler:
    Cyclops
    SS
    Monster 4
    Traits:
    Giant
    Cyclops
    To Defeat:
    Combat 22
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Barriers
    Spoiler:
    Sandbar
    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.

    Spoiler:
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Spoiler:
    Becalmed
    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.

    Spoiler:
    Illusory Wall
    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.

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

    Weapons
    Spoiler:
    Humanbane Crossbow +2
    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.

    Spoiler:
    Sharpshooter's Blade
    SS
    Weapon 3
    Traits:
    Knife
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
    When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to the combat check.

    Spoiler:
    Spellsword +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spells
    Spoiler:
    Geyser
    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.

    Spoiler:
    Telekinesis
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
    For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Rage
    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.

    Spoiler:
    Find Traps
    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.

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

    Armors
    Spoiler:
    Eel Skin Armor
    SS
    Armor 4
    Traits:
    Light Armor
    Magic
    Aquatic
    Swashbuckling
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, 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.

    Spoiler:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Benevolent Buckler
    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.

    Spoiler:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    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.

    Spoiler:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    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
    Spoiler:
    Crystal of Healing Hands
    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.

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

    Spoiler:
    Token of Remembrance
    SS
    Item B
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Spoiler:
    Potion of Flying
    SS
    Item 3
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 10
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

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

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

    Spoiler:
    Dindreann
    SS
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy 11
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

    Spoiler:
    Tessa Fairwind
    SS
    Ally 3
    Traits:
    Half-Elf
    Bard
    Captain
    Pirate
    To Acquire:
    Dexterity
    Stealth 7
    THEN Charisma
    Diplomacy 9
    Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Mase Darimar
    SS
    Ally 4
    Traits:
    Half-Elf
    Druid
    Captain
    Pirate
    To Acquire:
    Wisdom
    Perception 8
    THEN Charisma
    Diplomacy 11
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Coral Capuchin
    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.

    Blessings
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    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.

    Spoiler:
    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.

    Current Hour:

    Blessing of Hshurha:
    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.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/Redgar
    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.
    Hourglass Card 2 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 2 Flenta/eddiephlash
    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.
    Hourglass Card 3 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 3 Zova/Greenclaw
    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.
    Hourglass Card 4 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/Redgar
    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.
    Hourglass Card 5 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 5 Flenta/eddiephlash
    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.
    Hourglass Card 6 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 6 Zova/Greenclaw
    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.
    Hourglass Card 7 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/Redgar
    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.
    Hourglass Card 8 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 8 Flenta/eddiephlash
    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.
    Hourglass Card 9 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 9 Zova/Greenclaw
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/Redgar
    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.
    Hourglass Card 11 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 11 Flenta/eddiephlash
    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.
    Hourglass Card 12 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 12 Zova/Greenclaw
    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.
    Hourglass Card 13 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 13 MotherMyrtle/Redgar
    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.
    Hourglass Card 14 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 14 Flenta/eddiephlash
    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.
    Hourglass Card 15 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 15 Zova/Greenclaw
    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.
    Hourglass Card 16 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 16 MotherMyrtle/Redgar
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 17 Flenta/eddiephlash
    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.
    Hourglass Card 18 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 18 Zova/Greenclaw
    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.
    Hourglass Card 19 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/Redgar
    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.
    Hourglass Card 20 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 20 Flenta/eddiephlash
    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.
    Hourglass Card 21 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 21 Zova/Greenclaw
    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.
    Hourglass Card 22 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 22 MotherMyrtle/Redgar
    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.
    Hourglass Card 23 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 23 Flenta/eddiephlash
    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.
    Hourglass Card 24 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 24 Zova/Greenclaw
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    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.
    Hourglass Card 25 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 25 MotherMyrtle/Redgar
    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.
    Hourglass Card 26 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 26 Flenta/eddiephlash
    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: Alehouse
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Redgar, Flenta/eddiephlash, None

    Location #2: Hall of Champions
    At This Location: When you succeed at a check, draw a card.
    When Closing: Display a weapon next to this location.
    When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
    Add 1d6 to your checks to acquire weapons.
    M: 3 Ba: 1 W: 4 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Hall of Champions Card 1 (Shark Skin Armor):
    Shark Skin Armor
    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.
    Hall of Champions Card 2:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Hall of Champions Card 3:
    Parley
    None
    Henchman 4
    Type: Barrier
    Traits:
    Army
    Pirate
    To Defeat:
    Charisma
    Acrobatics
    Ranged
    Craft
    Survival
    Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship.
    Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of Champions Card 4:
    Shark Skin Armor
    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.
    Hall of Champions Card 5:
    Keen Falcata +1
    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.
    Hall of Champions Card 6:
    Darkforest Anemone
    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.
    Hall of Champions Card 7:
    Old Salt
    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.
    Hall of Champions Card 8:
    Sapphire Jellyfish
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
    Hall of Champions Card 9:
    Spiked Log Trap
    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.
    Hall of Champions Card 10:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
    Hall of Champions Card 11:
    Invigorating Kukri +1
    SS
    Weapon 4
    Traits:
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Divine 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
    Hall of Champions Card 12:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Hall of Champions Card 13:
    Will-o'-Wisp
    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_

    Location #3: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None
    Festhall Card 1 (Pirate Captain):
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.
    Festhall Card 2:
    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.
    Festhall Card 3:
    Merrill Pegsworthy
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Captain
    Pirate
    To Acquire:
    Strength
    Melee 6
    OR Charisma
    Diplomacy 8
    Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Festhall Card 4:
    Powder Keg
    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.
    Festhall Card 5:
    Cut-Throat Grok
    SS
    Ally 1
    Traits:
    Half-Orc
    Fighter
    Pirate
    To Acquire:
    Constitution
    Fortitude 5
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Festhall Card 6:
    Seeking Harpoon +1
    SS
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.
    If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.
    Festhall Card 7:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Festhall Card 8:
    Parley
    None
    Henchman 4
    Type: Barrier
    Traits:
    Army
    Pirate
    To Defeat:
    Charisma
    Acrobatics
    Ranged
    Craft
    Survival
    Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship.
    Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Festhall Card 9:
    Royster McCleagh
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Festhall Card 10:
    Siren Caller
    SS
    Monster B
    Traits:
    Siren
    Aquatic
    Veteran
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Festhall Card 11:
    Protect
    SS
    Spell 2
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    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.
    Festhall Card 12:
    Musket +2
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Festhall Card 13:
    Giant Rock Crab
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 13
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Location #4: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: Zova/Greenclaw, Allies displayed: Sefina
    Known Cards: Electricity Arc Trap, Avimar Sorrinash
    House of Stolen Kisses Card 1:
    Electricity Arc Trap
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    Electricity
    To Defeat:
    Dexterity
    Disable 12
    OR Intelligence
    Arcane 14
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
    House of Stolen Kisses Card 2:
    Pteranodon
    SS
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
    House of Stolen Kisses Card 3:
    Audessa Reyquio
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Dexterity
    Acrobatics 7
    THEN Charisma
    Diplomacy 10
    Reveal this card to add 1 to your check. You may play another ally on this check.
    Discard this card to explore your location.
    House of Stolen Kisses Card 4:
    Manticore
    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.
    House of Stolen Kisses Card 5:
    Ederleigh Baines
    SS
    Ally 4
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Charisma
    Diplomacy 10
    Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    House of Stolen Kisses Card 6:
    Parley
    None
    Henchman 4
    Type: Barrier
    Traits:
    Army
    Pirate
    To Defeat:
    Charisma
    Acrobatics
    Ranged
    Craft
    Survival
    Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship.
    Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    House of Stolen Kisses Card 7:
    Koko
    SS
    Monster 4
    Traits:
    Plant
    Treant
    To Defeat:
    Combat 17
    Koko is immune to the Mental and Poison traits.
    Before you act, Koko deals 1 Ranged Combat damage to each character.
    If the check to defeat has the Fire trait, add 1d8 to it.
    If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
    House of Stolen Kisses Card 8:
    Avimar Sorrinash
    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 9:
    Blazing Servant
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.
    House of Stolen Kisses Card 10:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    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+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
    House of Stolen Kisses Card 11:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.


  • 1 person marked this as a favorite.
    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Safe Harbor recharged when playing Fly. After Fly, examined cards are not great, but House of Stolen Kisses doesn't look great either (lots of barriers), so (retcon) stay at hall and encounter Armor.
    Con 7: 1d6 ⇒ 6 Auto-fail. - I miss die bumps.

    End turn. Reset hand, drawing 5

    Flenta wrote:

    Hand: Dragonbane Greatsword, Pyrotechnic Blast, Vicious Scythe, Blessing of Nethys, White War Paint, Crowbar, Hellknight of the Nail,

    Displayed: Create Mindscape, (At Hall of Champions), Riffle Scrolls, Ice and Fire,
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Hall of Champions
    Hero Points: 1
    NOTES:
    Other: Add 1d4 + 1 to all local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cleric of Nethys, Earthbreaker, Brine's Sting, Benefaction, The Avalanche, Locate Object
    Recharged: Obscure, Bearskin Armor, Vomit Twin, Safe Harbor,
    Discard Pile: Blessing of Besmara,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Weapon
    POWERS:
    Role: Martial Adept
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your Attack combat check, you may use the skill Arcane: Intelligence +2.
    Shirt Reroll available
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    Boon: Amateur Swashbuckler: [x] [x] [x] [x] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    Favored Card: Weapon or Spell


    Female Human Tier 6 Shifter Character Deck

    It is the hour of Hshurha.
    Explore House of Stolen Kisses.

    Electricity Arc Trap:

    SS
    Barrier 4
    Traits:
    Trap
    Magic
    Electricity
    To Defeat:
    Dexterity
    Disable 12
    OR Intelligence
    Arcane 14
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

    Recharge Aspect of the Frog to add Survival skill.
    Dexterity 12: 1d8 + 1d8 + 6 ⇒ (1) + (8) + 6 = 15 Defeated!

    Zova triggers a nasty trap but her quick animal-like reflexes help her avoid getting sizzled. The young Shoanti shifter leaps out of the way like a frog.

    Discard (recharge) Reed Moccasin to examine top card of location...then explore.

    Pteranodon:

    SS
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Survival 11: 1d8 + 6 ⇒ (5) + 6 = 11 Acquired and displayed next to scenario. Discard Coat of Mist from location effect.

    Zova finds a strange bird-like reptile held in a cage. What would a pleasure house have need of such a strange pet. Not wanting to dwell on that thought for too long, Zova vows to come free the poor beast before she departs this place.

    End Turn. Reset Hand to 7.

    Zova wrote:

    Hand: Blessing of Ketephys, Vampire Squid, Angelstep, Wendifisa Spear, Blessing of the Green Faith, Aspect of the Hawk, Blessing of Achaekek,

    Displayed:
    Deck: 9 Discard: 5 Buried: 0
    Notes: Use blessings as needed. Reroll used: Y. Hero Points: 4
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Stealth: Dexterity +1
    Constitution d8 [ ]+1 [ ]+2
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d8 [X]+1 [X]+2 [X]+3
    Survival: Wisdom +3
    Charisma d6 [ ]+1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9)
    Proficient with: Light Armors
    Powers:
    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.
    On your Strength, Dexterity or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's AD# and the Animal trait.
    You may discard a card to move after your exploration ([X] or to evade your encounter).
    [X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait.


    Hour of Sivannah

    Move to the Feasthall

    Yohoho, there you are...

    Pirate Captain

    BYA: Recharge Blessing of the Elements 2

    Care for some firey grog? Alchemist's Fire, Ambrosia kicker

    Combat 12 + 4 = DC 16 1d4 + 2d6 + 1d12 + 6 ⇒ (1) + (1, 2) + (7) + 6 = 17

    I say we tank the damage, whaddaya say team? Take 2 structural damage

    BotE 3 to explore

    BotGods = Auto-acquire

    Let's see what the Gods have in store... BotG to explore

    Merell Pigsworthy

    Strength DC 6 1d6 ⇒ 4 Alrighty, ya may have beaten me in arm wrestling... but can you beat my golem? Stained Glass Elemental to add 5

    Righty then. How about you tell me what else is new around here? Display Merrel next to the scenario

    Recovery: Ambrosia Craft DC 9 1d12 + 6 ⇒ (6) + 6 = 12
    Recovery: Alchemist's Fire Knowledge DC 7
    1d8 + 3 ⇒ (2) + 3 = 5

    Redraw:
    Tangleburn Bag
    Crystalline Carnivore
    Steel Ibis Lamallar
    Druid of the Flame
    Cure

    End of Turn Summary:
    Cards 1-3 @ Festhall dealt with
    Ally 2 (Merill Pigsworthy) displayed next to Festhall
    **Ship Wrecked** (craft 3 to repair on Flenta's turn)

    At the start of Flenta's turn: Cure for 1d4 + 1 ⇒ (2) + 1 = 3 = Potion of Heroism, BotE 1, Alchemist's Fire
    Recovery Cure Divine DC 8
    1d12 + 4 ⇒ (11) + 4 = 15

    Mother Myrtle wrote:

    Hand: Acid Flask, Blessing of the Elements 4, Tangleburn Bag, Crystalline Carnivore, Steel Ibis Lamallar, Druid of the Flame, Cure,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Notes: Feel free to use my +2d4 vs. An/Acq/Plant/Vermin, or +1d4 to Wis, at my location. Also, healing (1d4+1), and, if needed, Enervation (-2d4 DC for Combat check), and +2d6 vs. Undead at my location.
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +1
    Intelligence d8 [x] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
    Craft: Wisdom +2
    Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2 [ ] +3
    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: Light Armours
    Powers: (Reanimator)
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([x] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
    with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
    [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
    [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Party needs to decide what is possibly booty and which is flotsam (Cards not in box has a Item 3 and an Ally 3)

    Flenta needs to make a craft 3 check...some benefits the group has may help with craft checks as well.

    During This Adventure: See top for ships, S&S rules, and loot

    YOUR SHIP IS THE Feathered Devil (unless changed).

    Feathered Devil:

    Ship 3
    Class 0
    Check To Defeat:
    Craft/Disable 6
    OR
    Wisdom /Survival 5
    When Encountered: If you are commanding a ship, you may evade this ship.
    When Commanding: When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
    When you evade an encounter, recharge a random card.
    Check To Repair: Craft 3

    When Commanding (Wrecked): When Structural Damage is dealt to this ship, discard a card from a random character’s deck.
    You may not evade.

    SEIZED SHIP CHANGE:

    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: 5-4B: TO WOO THE CREW

  • After building the location decks, shuffle an ally, a barrier, and a monster from the box into each.
  • When you acquire an ally, you may display it next to a location.
  • On checks against the henchman Parley, add the number of allies displayed next to the location it came from.
  • When you close a location, stash all allies displayed next tocthat location as plunder.
  • To win, close all locations.

    Additional Rules:

    Plunder:

    Ally 3, Item 3 BUT need to banish one of them

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
    Flenta = Magpie Princess / Amateur Swashbuckler(XX??)
    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.
    5-3B: 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.
    5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
    5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

    Story Banes
    VILLAIN: None
    HENCHMEN:

    Parley:

    None Henchman 4
    Type: Barrier
    Traits: Army Pirate
    To Defeat: Charisma Acrobatics Ranged Craft Survival Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship. Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Additional Banes:

    Ruffian:

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

    Buccaneer:

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

    Scenario Level (#): 4

    Turn: 6, Flenta/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    Mercenary
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

    Spoiler:
    Cyclops
    SS
    Monster 4
    Traits:
    Giant
    Cyclops
    To Defeat:
    Combat 22
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Spoiler:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

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

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

    Barriers
    Spoiler:
    Sandbar
    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.

    Spoiler:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Spoiler:
    Pirate Hunting
    SS
    Barrier B
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Spoiler:
    Hull Damage
    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.

    Spoiler:
    Becalmed
    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.

    Weapons
    Spoiler:
    Dagger Pistol +1
    SS
    Weapon 2
    Traits:
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. 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.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spoiler:
    Sharpshooter's Blade
    SS
    Weapon 3
    Traits:
    Knife
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
    When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to the combat check.

    Spoiler:
    Icy Boarding Pike +1
    SS
    Weapon B
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spoiler:
    Goblin Pegleg
    SS
    Weapon P
    Traits:
    Club
    Melee
    Bludgeoning
    Poison
    Swashbuckling
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
    "Scurvy dogs done ate my leg,
    So I got this fancy peg.
    Pounded nails all through and through,
    Goblin kick now poisons you!" -Ranzak, goblin Pirate


    Spoiler:
    Spellsword +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Spells
    Spoiler:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Geyser
    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.

    Spoiler:
    Geyser
    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.

    Spoiler:
    Dimension Leap
    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.

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

    Armors
    Spoiler:
    Fortified Shell Armor
    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.

    Spoiler:
    Sniper's Studded Leather
    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.

    Spoiler:
    Benevolent Buckler
    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.

    Spoiler:
    Stanching Buckler
    SS
    Armor 2
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    Spoiler:
    Besmaran Vestments
    SS
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    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
    Spoiler:
    Emerald of Dexterity
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity 7
    Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.

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

    Spoiler:
    Periscope
    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.

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

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

    Allies
    Spoiler:
    Haneilius Fitch
    SS
    Ally 3
    Traits:
    Human
    Surgeon
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
    Recharge this card to explore your location. If you are on a ship, you may move before exploring.

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

    Spoiler:
    Monkey
    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.

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

    Spoiler:
    Barefoot Samms Toppin
    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.

    Blessings
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Current Hour:

    Blessing of the Gods:
    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.

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 1 Zova/Greenclaw
    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.
    Hourglass Card 2 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/Redgar
    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.
    Hourglass Card 3 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 3 Flenta/eddiephlash
    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.
    Hourglass Card 4 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 4 Zova/Greenclaw
    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.
    Hourglass Card 5 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/Redgar
    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.
    Hourglass Card 6 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 6 Flenta/eddiephlash
    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.
    Hourglass Card 7 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 7 Zova/Greenclaw
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/Redgar
    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.
    Hourglass Card 9 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 9 Flenta/eddiephlash
    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.
    Hourglass Card 10 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 10 Zova/Greenclaw
    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.
    Hourglass Card 11 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/Redgar
    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.
    Hourglass Card 12 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 12 Flenta/eddiephlash
    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.
    Hourglass Card 13 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 13 Zova/Greenclaw
    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.
    Hourglass Card 14 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/Redgar
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 15 Flenta/eddiephlash
    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.
    Hourglass Card 16 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 16 Zova/Greenclaw
    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.
    Hourglass Card 17 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/Redgar
    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.
    Hourglass Card 18 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 18 Flenta/eddiephlash
    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.
    Hourglass Card 19 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 19 Zova/Greenclaw
    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.
    Hourglass Card 20 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 20 MotherMyrtle/Redgar
    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.
    Hourglass Card 21 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 21 Flenta/eddiephlash
    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.
    Hourglass Card 22 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 22 Zova/Greenclaw
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    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.
    Hourglass Card 23 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 23 MotherMyrtle/Redgar
    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.
    Hourglass Card 24 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 24 Flenta/eddiephlash
    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: Alehouse
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Hall of Champions
    At This Location: When you succeed at a check, draw a card.
    When Closing: Display a weapon next to this location.
    When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
    Add 1d6 to your checks to acquire weapons.
    M: 3 Ba: 1 W: 4 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Flenta/eddiephlash, None

    Hall of Champions Card 1:
    Falcata +1
    SS
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Hall of Champions Card 2:
    Parley
    None
    Henchman 4
    Type: Barrier
    Traits:
    Army
    Pirate
    To Defeat:
    Charisma
    Acrobatics
    Ranged
    Craft
    Survival
    Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship.
    Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of Champions Card 3:
    Shark Skin Armor
    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.
    Hall of Champions Card 4:
    Keen Falcata +1
    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.
    Hall of Champions Card 5:
    Darkforest Anemone
    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.
    Hall of Champions Card 6:
    Old Salt
    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.
    Hall of Champions Card 7:
    Sapphire Jellyfish
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
    Hall of Champions Card 8:
    Spiked Log Trap
    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.
    Hall of Champions Card 9:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
    Hall of Champions Card 10:
    Invigorating Kukri +1
    SS
    Weapon 4
    Traits:
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Divine 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
    Hall of Champions Card 11:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Hall of Champions Card 12:
    Will-o'-Wisp
    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_

    Location #3: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, Allies: Merrill Pegsworthy
    Festhall Card 1:
    Powder Keg
    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.
    Festhall Card 2:
    Cut-Throat Grok
    SS
    Ally 1
    Traits:
    Half-Orc
    Fighter
    Pirate
    To Acquire:
    Constitution
    Fortitude 5
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Festhall Card 3:
    Seeking Harpoon +1
    SS
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.
    If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.
    Festhall Card 4:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Festhall Card 5:
    Parley
    None
    Henchman 4
    Type: Barrier
    Traits:
    Army
    Pirate
    To Defeat:
    Charisma
    Acrobatics
    Ranged
    Craft
    Survival
    Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship.
    Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Festhall Card 6:
    Royster McCleagh
    SS
    Ally 2
    Traits:
    Human
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 7
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Festhall Card 7:
    Siren Caller
    SS
    Monster B
    Traits:
    Siren
    Aquatic
    Veteran
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
    Festhall Card 8:
    Protect
    SS
    Spell 2
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    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.
    Festhall Card 9:
    Musket +2
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Festhall Card 10:
    Giant Rock Crab
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 13
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Location #4: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Zova/Greenclaw, Allies displayed: Sefina, Pteranodon
    Known Cards: Avimar Sorrinash
    House of Stolen Kisses Card 1:
    Audessa Reyquio
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Dexterity
    Acrobatics 7
    THEN Charisma
    Diplomacy 10
    Reveal this card to add 1 to your check. You may play another ally on this check.
    Discard this card to explore your location.
    House of Stolen Kisses Card 2:
    Manticore
    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.
    House of Stolen Kisses Card 3:
    Ederleigh Baines
    SS
    Ally 4
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Charisma
    Diplomacy 10
    Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    House of Stolen Kisses Card 4:
    Parley
    None
    Henchman 4
    Type: Barrier
    Traits:
    Army
    Pirate
    To Defeat:
    Charisma
    Acrobatics
    Ranged
    Craft
    Survival
    Diplomacy 12
    Before you act, a random character summons and encounters the henchman Enemy Ship.
    Each character chooses a different check to defeat. Each character who fails a check to defeat is dealt 1d4 Combat damage, then must attempt a Combat 20 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    House of Stolen Kisses Card 5:
    Koko
    SS
    Monster 4
    Traits:
    Plant
    Treant
    To Defeat:
    Combat 17
    Koko is immune to the Mental and Poison traits.
    Before you act, Koko deals 1 Ranged Combat damage to each character.
    If the check to defeat has the Fire trait, add 1d8 to it.
    If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
    House of Stolen Kisses Card 6:
    Avimar Sorrinash
    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    House of Stolen Kisses Card 7:
    Blazing Servant
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.
    House of Stolen Kisses Card 8:
    Jagged Shoals
    SS
    Barrier 3
    Traits:
    Obstacle
    Task
    Aquatic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 11
    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+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
    House of Stolen Kisses Card 9:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Location #5: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    Potion of Flying
    SS
    Item 3
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 10
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
    Cards Not In the Box Card 2:
    Dindreann
    SS
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy 11
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.


  • Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Start turn. Hour is BotG. Repair ship, recharging hellknight.
    Craft 3: 1d4 + 1 ⇒ (2) + 1 = 3 Ship repaired!
    Succeeded at a check at the Hall , draw a card: The Avalanche.

    Explore card 1: Falcata +1. Reveal Crowbar.
    Melee 10: 1d10 + 5 + 1d8 ⇒ (6) + 5 + (4) = 15 Acquired!
    Succeeded a check, draw a card: Benefaction.

    Discard Blessing of Nethys to examine 2, rearrange, and explore. Card 2: Parley. Card 3: Shark Skin Armor. Leave as is, and encounter Parley. BYA a Random character (F, Z, MM): 1d3 ⇒ 3 Mother Myrtle encounters an Enemy Ship.

    My Parley encounter:

    Choose Cha. Ask for Zova's Green Faith. Create Mindscape helps.
    Cha 12: 2d6 + 1d4 ⇒ (4, 4) + (3) = 11 Failed
    Damage: 1d4 ⇒ 2 Discard Falcata and Crowbar.
    For Combat, reveal and recharge Dragonbane greatsword. Discard The Avalanche. Character power.
    Combat 20: 3d10 + 5 + 1d12 + 2 + 1d10 + 1d4 + 1 ⇒ (2, 8, 5) + 5 + (7) + 2 + (2) + (3) + 1 = 35 Success!
    Draw a card (location): Earthbreaker


    MM Enemy Ship Encounter

    Ah, new diners to try my soup!

    1d20 ⇒ 1 = Merchantman

    Survival DC 5 1d12 + 6 ⇒ (3) + 6 = 9

    They liked me soup so much, they came back for seconds!

    1d6 ⇒ 4 = Item
    1d6 ⇒ 2 = Spell; Choose Spell Plunder

    Now, lets sit down for a chat...

    Craft DC 12 Recharge Crystalline Carnivore 1d12 + 6 + 1d4 ⇒ (12) + 6 + (1) = 19

    And don't forget to leave a good yelp review! Not like that, silly: the soup is HOT!


    Female Human Tier 6 Shifter Character Deck

    Zova joins in on the conversation...

    Survival 12: 1d8 + 6 ⇒ (6) + 6 = 12


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    "Thanks for the help, team!"

    Attempt to close. Display Scythe by location. Hall of Champions closed! Banish Create Mindscape (to recovery).
    New Weapons: 1d4 + 1 ⇒ (1) + 1 = 2 added to closed location

    Per core rules, I can't explore after closing, so no way to get those weapons, at least this turn.

    End turn. Recovery, display Create Mindscape with Riffle Scrolls. Reset hand, drawing 4.

    Flenta wrote:

    Hand: Pyrotechnic Blast, Benefaction, Earthbreaker, Cleric of Nethys, Brine's Sting, Locate Object, Obscure,

    Displayed: White War Paint, Riffle Scrolls, Ice and Fire, Create Mindscape,
    Deck: 5 Discard: 5 Buried: 0
    Current Location: Hall of Champions
    Hero Points: 1
    NOTES:
    Other: Add 1d4 + 1 to all local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Bearskin Armor, Vomit Twin, Safe Harbor, Hellknight of the Nail, Dragonbane Greatsword,
    Discard Pile: Blessing of Besmara, Blessing of Nethys, Falcata +1, Crowbar, The Avalanche,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Weapon
    POWERS:
    Role: Martial Adept
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your Attack combat check, you may use the skill Arcane: Intelligence +2.
    Shirt Reroll available
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    Boon: Amateur Swashbuckler: [x] [x] [x] [x] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    Favored Card: Weapon or Spell


    Female Human Tier 6 Shifter Character Deck

    Off turn: Recharge Blessing of Green Faith for Flenta's check.
    It is the hour of Abadar
    Explore House of Stolen Kisses.

    Audessa Reyquio:

    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Dexterity
    Acrobatics 7
    THEN Charisma
    Diplomacy 10
    Reveal this card to add 1 to your check. You may play another ally on this check.
    Discard this card to explore your location.

    Recharge Aspect of the Hawk to add Survival skill.
    Dexterity 7: 1d8 + 1d8 + 6 ⇒ (4) + (2) + 6 = 12
    Discard Blessing of Ketephys.
    Charisma 10: 2d6 ⇒ (5, 1) = 6 Fail and banish!

    Zova is approached by yet another patron of the Calistrian brothel, this time a sophisticated and attractive young woman wearing expensive clothes and fine jewellery.

    Zova comfortably handles the lady's initial questions about her skills and physical talents but quickly finds herself out of her depth and comfort zone when the conversation turns towards her desires and preferences of a more intimate nature.

    End Turn. Reset Hand to 8 (revealing a plant).

    Zova wrote:

    Hand: Monkey, Vampire Squid, Angelstep, Wendifisa Spear, Fire Gecko, Draughtcap Fungus, Blessing of Achaekek, Aspect of the Monkey,

    Displayed:
    Deck: 7 Discard: 6 Buried: 0
    Notes: Use blessings as needed. Reroll used: Y. Hero Points: 4
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Stealth: Dexterity +1
    Constitution d8 [ ]+1 [ ]+2
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d8 [X]+1 [X]+2 [X]+3
    Survival: Wisdom +3
    Charisma d6 [ ]+1

    Favored Card: Card that has the Animal trait
    Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9)
    Proficient with: Light Armors
    Powers:
    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.
    On your Strength, Dexterity or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's AD# and the Animal trait.
    You may discard a card to move after your exploration ([X] or to evade your encounter).
    [X] When you defeat a monster and would banish it, you may draw it instead. Monsters in your hand gain the Animal trait.


    MM

    Powder Keg

    Better not wear my metal armour... might cause a spark!

    Craft DC 11 1d12 + 6 + 1d4 ⇒ (7) + 6 + (4) = 17

    Nicely done... now best send this Druid of the Flame away before he causes a fire! Druid of the Flame to explore

    Cut-Throat Grock!

    Fortitude DC 5 1d8 + 1 ⇒ (7) + 1 = 8

    Aye, thanks Grock. Perhaps you could stand guard? I feel like this feasthall is a powder keg waitin' to blow...

    BotE 4 to explore

    Seeking Harpoon

    Dex DC 11 1d4 ⇒ 1

    No, I ain't seekin' no harpoon, buzz off!

    Redraw: I'd best discard this explosive cargo, I think... guardin' it is more trouble than it is worth! [ooc]Discard Powder Keg*

    Redraw:
    Ambrosia
    Blessing of the Elements 1
    Anesthetizing Slime
    Potion of Heroism
    Lightning Bolt

    End of Turn Summary:
    Cards 1-3 dealt with
    Item 3 (Powder Keg) Acquired
    Ally 1 (Cut-Throat Grock) displayed

    Mother Myrtle wrote:

    Hand: Acid Flask, Tangleburn Bag, Ambrosia, Blessing of the Elements 1, Anesthetizing Slime, Potion of Heroism, Lightning Bolt,

    Displayed:
    Deck: 8 Discard: 6 Buried: 0
    Notes: Feel free to use my +2d4 vs. An/Acq/Plant/Vermin, or +1d4 to Wis, at my location. Also, healing (1d4+1), and, if needed, Enervation (-2d4 DC for Combat check), and +2d6 vs. Undead at my location.
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2
    Fortitude: Constitution +1
    Intelligence d8 [x] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
    Craft: Wisdom +2
    Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2 [ ] +3
    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: Light Armours
    Powers: (Reanimator)
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([x] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
    with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
    [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
    [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    ...


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    ....

    1 to 50 of 1,489 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [ACG] [Outpost II] Season of Tapestry's Tides (Zalarian) All Messageboards

    Want to post a reply? Sign in.