[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.


1,201 to 1,250 of 1,489 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>

Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

Sweet. One thing I forgot was to draw a rando spell when I played Create Mindscape: Wall of Fire

Zova came with, so nobody to guard. For combat, reveal Thundering Earthbreaker and recharge Our Lord in Iron to bless (adding d12). Pearl adds d4. I add d4 +1.

Combat 30: 1d10 + 6 + 1d12 + 2 + 1d12 + 1d4 + 1d4 + 1 ⇒ (9) + 6 + (10) + 2 + (3) + (4) + (1) + 1 = 36 Reroll the 1, but either way, Defeated!

Villain escapes, Gozreh's Flow closes. Banish Create Mindscape. Draw Pearl. Upon closing, we each move to a random location
New location: 1d4 ⇒ 1: Gannet Island

Display Pearl at Gannet Island. End turn. Reset hand, drawing 2

Flenta wrote:

Hand: Thundering Earthbreaker, Coordinated Blast, Cloudburst, Aiger's Kiss, Ederleigh Baines, Dragonbane Greatsword, Sklar-quah Thundercaller,

Displayed: Bearskin Armor,
Deck: 12 Discard: 1 Buried: 0
Current Location: Gannet Island
Hero Points: 4
NOTES:
Available Support: Thundercaller adds d6 to all Str/Acro for a turn. Coordinated Blast adds d8 + 3 to another local character's check to defeat - please use!
Other: Add 1d4 + 1 to all local combat. My blessings add d12s to str checks.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Alise Grogblud, Channel the Gift, Speed Battleaxe, Anathemic Volume, Strength, Brine's Sting, The Avalanche, Riffle Scrolls, Blessing of Nethys, Magnetic Grimoire
Recharged: Our Lord in Iron, Wall of Fire,
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, Arcane Item
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.
[x] When you play a blessing tp add to a Strength check, you may add d12 instead of the normal die.
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

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.

YOUR SHIP IS THE DEVIL'S REMAINS (unless changed).

Devil's Remains:

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: 5-5E: GET KRAKEN!

  • After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.
  • Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.
  • At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
    1. Your ship is dealt 1d4 Structural damage.
    2. You are dealt 1d4 Combat damage.
    3. Discard a random card.
    4. Bury a random card from your discard pile.
  • At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

    Additional Rules: Plunder - Item, Armor

    Pearl of the Sirines:

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Benefits:

    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.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

    VILLAIN:
    KRAKEN MAW
    HENCHMEN:
    KRAKEN TENTACLES

    Additional Banes:

    Scenario Level (#): 5

    Turn: 3, Zova/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Galvo
    SS
    Monster 5
    Traits:
    Aberration
    Aquatic
    Swarm
    To Defeat:
    Combat 18
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

    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:
    Giant Sea Anemone
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 20
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    Spoiler:
    Kapre
    SS
    Monster 5
    Traits:
    Plant
    To Defeat:
    Combat 20
    The Kapre is immune to the Mental and Poison traits.
    You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
    Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

    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_

    Barriers
    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:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.

    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:
    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:
    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.

    Weapons
    Spoiler:
    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.

    Spoiler:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Spoiler:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    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:
    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.

    Spells
    Spoiler:
    Holy Feast
    SS
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 13
    Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

    Spoiler:
    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.

    Spoiler:
    Skeleton Crew
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Discard this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
    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 9 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:
    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:
    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:
    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:
    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.

    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:
    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:
    Magic Spyglass
    SS
    Item 4
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.

    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 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:
    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:
    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.

    Spoiler:
    Arronax Endymion
    SS
    Ally 5
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Charisma
    Diplomacy 13
    Banish this card to succeed at your check to defeat a henchman.
    Discard this card to explore your location. Add the Swashbuckling trait to your 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:
    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.

    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 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 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 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 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 Cayden Cailean:
    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.

    Hours Remaining: 27

    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 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 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 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 Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 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 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 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 9 Zova/Greenclaw
    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.
    Hourglass Card 10 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/Redgar
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 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 15 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 15 Zova/Greenclaw
    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 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 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 18 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 18 Zova/Greenclaw
    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.
    Hourglass Card 19 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/Redgar
    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 20 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 20 Flenta/eddiephlash
    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.
    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 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 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 23 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 24 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 24 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 25 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 25 MotherMyrtle/Redgar
    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 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 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.

    Location #1: Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Zova/Greenclaw, MotherMyrtle/Redgar, Flenta/eddiephlash,

    Pearl of the Sirines (Displayed):

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Gannet Island Card 1:
    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.
    Gannet Island 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.
    Gannet Island Card 3:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Gannet Island Card 4:
    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.
    Gannet Island Card 5:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Gannet Island Card 6:
    Sabotage
    SS
    Barrier 5
    Traits:
    Task
    Fire
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Gannet Island Card 7:
    Breastplate of the Deep
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 11
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    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.
    Gannet Island Card 8:
    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.
    Gannet Island Card 9:
    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.
    Gannet Island Card 10:
    Galvo
    SS
    Monster 5
    Traits:
    Aberration
    Aquatic
    Swarm
    To Defeat:
    Combat 18
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
    Gannet Island Card 11:
    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 #2: Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: Ship is anchored here
    Raker Shoals Card 1:
    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.
    Raker Shoals Card 2:
    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.
    Raker Shoals Card 3:
    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.
    Raker Shoals Card 4:
    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.
    Raker Shoals Card 5:
    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.
    Raker Shoals Card 6:
    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.
    Raker Shoals Card 7:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Raker Shoals Card 8:
    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
    Raker Shoals 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.
    Raker Shoals Card 10:
    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.
    Raker Shoals Card 11:
    Kraken Maw
    None
    Villain 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Strength
    Melee
    Constitution
    Fortitude 8
    THEN Combat 30
    Before you act, a random character summons and encounters the henchman Kraken Tentacle.
    If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

    Location #3: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Shipwreck Graveyard Card 1:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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.
    Shipwreck Graveyard Card 2:
    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.
    Shipwreck Graveyard Card 3:
    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.
    Shipwreck Graveyard Card 4:
    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.
    Shipwreck Graveyard Card 5:
    Werecrocodile
    SS
    Monster 3
    Traits:
    Lycanthrope
    Aquatic
    To Defeat:
    Combat 18
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d6 to it.
    Shipwreck Graveyard Card 6:
    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.
    Shipwreck Graveyard Card 7:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shipwreck Graveyard Card 8:
    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.
    Shipwreck Graveyard Card 9:
    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.
    Shipwreck Graveyard Card 10:
    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.
    Shipwreck Graveyard Card 11:
    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.

    Location #4: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None
    Tempest Cay 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.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 4:
    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.
    Tempest Cay Card 5:
    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.
    Tempest Cay Card 6:
    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.
    Tempest Cay Card 7:
    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.
    Tempest Cay Card 8:
    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.
    Tempest Cay Card 9:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 10:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 11:
    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.

    Location #5: Gozreh's Flow
    Closed
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Storm (Displayed):

    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.

    Gozreh's Flow Card 1:
    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.


  • Female Human Tier 6 Shifter Character Deck

    It is the hour of Cayden Cailean
    Start of Turn - recharge Aspect of the Bat to add Survival skill.
    Fortitude 11: 1d8 + 1 + 1d8 + 6 ⇒ (6) + 1 + (1) + 6 = 14
    Draw Pearl of Sirines into hand.
    Move to Raker Shoals.
    Display Pearl of Sirines at Raker Shoals.
    Display Aspect of the Bull
    Explore.

    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.

    Charisma 7: 2d6 ⇒ (3, 3) = 6 Fail and banish!

    Discard (recharge) Reed Mocassin to examine top card of the location: Sandbar. Explore.

    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.

    Everyone moves to Raker Shoals.
    Recharge Monkey to add Survival skill to check.
    Strength 11: 1d6 + 1 + 1d8 + 6 + 1d4 ⇒ (2) + 1 + (4) + 6 + (3) = 16 Defeated!

    Discard (recharge) Moose to explore again.

    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.

    Survival 8: 1d8 + 6 + 1d4 ⇒ (1) + 6 + (4) = 11 Defeated!

    End Turn. Reset Hand to 9.

    Zova wrote:

    Hand: Blessing of Ketephys, Blessing of Kelizandri, Coat of Mist, Wendifisa Spear, Blessing of the Green Faith, Blessing of Wind and Waves, Angelstep, Aspect of the Tiger, Vampire Squid,

    Displayed: Aspect of the Bull,
    Deck: 11 Discard: 0 Buried: 0
    Notes: Use blessings as needed. Reroll used: N Hero Points: 5
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+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 ([X] 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 ([X] 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.


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

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

    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.

    YOUR SHIP IS THE DEVIL'S REMAINS (unless changed).

    Devil's Remains:

    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: 5-5E: GET KRAKEN!

  • After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.
  • Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.
  • At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
    1. Your ship is dealt 1d4 Structural damage.
    2. You are dealt 1d4 Combat damage.
    3. Discard a random card.
    4. Bury a random card from your discard pile.
  • At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

    Additional Rules: Plunder - Item, Armor

    Pearl of the Sirines:

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Benefits:

    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.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

    VILLAIN:
    KRAKEN MAW
    HENCHMEN:
    KRAKEN TENTACLES

    Additional Banes:

    Scenario Level (#): 5

    Turn: 4, MotherMyrtle/Redgar

    Random Cards:

    Monsters
    Spoiler:
    Insanity Daemon
    SS
    Monster 5
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.

    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:
    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:
    Port Peril Corsair
    SS
    Monster 2
    Traits:
    Elf
    Pirate
    Veteran
    To Defeat:
    Combat 13
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

    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:
    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:
    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:
    Sabotage
    SS
    Barrier 5
    Traits:
    Task
    Fire
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    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:
    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.

    Weapons
    Spoiler:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    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:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

    Spoiler:
    Flaming Longbow +2
    SS
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait to any combat check at another location.

    Spoiler:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

    Spells
    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:
    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.

    Spoiler:
    Wall of Blades
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Raise Dead
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Control Weather
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
    At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
    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 13 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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:
    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:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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:
    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:
    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:
    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:
    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:
    Skeleton Anchor
    SS
    Item 4
    Traits:
    Object
    Magic
    To Acquire:
    Wisdom
    Survival
    Divine 13
    Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.

    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:
    Net of Snaring
    SS
    Item 4
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

    Allies
    Spoiler:
    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.

    Spoiler:
    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.

    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:
    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.

    Spoiler:
    Albatross
    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

    Blessings
    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.

    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 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 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.

    Current Hour:

    Blessing of Sivanah:
    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.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 1 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 2 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 2 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 3 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 3 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 4 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 4 Flenta/eddiephlash
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 5 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 6 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 6 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 7 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 7 Flenta/eddiephlash
    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 8 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 8 Zova/Greenclaw
    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.
    Hourglass Card 9 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/Redgar
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 10 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 11 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 11 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 12 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/Redgar
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 13 Flenta/eddiephlash
    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 14 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 14 Zova/Greenclaw
    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 15 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 15 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 16 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 16 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 17 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 17 Zova/Greenclaw
    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.
    Hourglass Card 18 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 18 MotherMyrtle/Redgar
    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 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 19 Flenta/eddiephlash
    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.
    Hourglass Card 20 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 20 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 21 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 21 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 22 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 22 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 23 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 23 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 24 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 24 MotherMyrtle/Redgar
    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 25 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 25 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 26 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 26 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.

    Location #1: Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here:

    Pearl of the Sirines (Displayed):

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Gannet Island Card 1:
    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.
    Gannet Island 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.
    Gannet Island Card 3:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Gannet Island Card 4:
    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.
    Gannet Island Card 5:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Gannet Island Card 6:
    Sabotage
    SS
    Barrier 5
    Traits:
    Task
    Fire
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Gannet Island Card 7:
    Breastplate of the Deep
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 11
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    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.
    Gannet Island Card 8:
    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.
    Gannet Island Card 9:
    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.
    Gannet Island Card 10:
    Galvo
    SS
    Monster 5
    Traits:
    Aberration
    Aquatic
    Swarm
    To Defeat:
    Combat 18
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
    Gannet Island Card 11:
    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 #2: Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Zova/Greenclaw, MotherMyrtle/Redgar, Flenta/eddiephlash, Ship is anchored here
    Raker Shoals Card 1:
    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.
    Raker Shoals 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.
    Raker Shoals Card 3:
    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.
    Raker Shoals Card 4:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Raker Shoals Card 5:
    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
    Raker Shoals Card 6:
    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.
    Raker Shoals Card 7:
    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.
    Raker Shoals Card 8:
    Kraken Maw
    None
    Villain 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Strength
    Melee
    Constitution
    Fortitude 8
    THEN Combat 30
    Before you act, a random character summons and encounters the henchman Kraken Tentacle.
    If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

    Location #3: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Shipwreck Graveyard Card 1:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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.
    Shipwreck Graveyard Card 2:
    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.
    Shipwreck Graveyard Card 3:
    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.
    Shipwreck Graveyard Card 4:
    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.
    Shipwreck Graveyard Card 5:
    Werecrocodile
    SS
    Monster 3
    Traits:
    Lycanthrope
    Aquatic
    To Defeat:
    Combat 18
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d6 to it.
    Shipwreck Graveyard Card 6:
    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.
    Shipwreck Graveyard Card 7:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shipwreck Graveyard Card 8:
    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.
    Shipwreck Graveyard Card 9:
    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.
    Shipwreck Graveyard Card 10:
    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.
    Shipwreck Graveyard Card 11:
    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.

    Location #4: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None
    Tempest Cay 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.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 4:
    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.
    Tempest Cay Card 5:
    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.
    Tempest Cay Card 6:
    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.
    Tempest Cay Card 7:
    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.
    Tempest Cay Card 8:
    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.
    Tempest Cay Card 9:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 10:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 11:
    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.

    Location #5: Gozreh's Flow
    Closed
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Storm (Displayed):

    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.

    Gozreh's Flow Card 1:
    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.


  • Hour of Sivannah

    SoT: Fort DC 11 Elixir of Focus 1d8 + 2 + 1d12 + 6 ⇒ (3) + 2 + (1) + 6 = 12

    SoT: 1 structural. Tank it, then auto-repair on my move step: Craft DC 6 1d12 + 6 ⇒ (11) + 6 = 17

    Move to Gannet Island

    Gargoyle Sniper

    Well, at least it's not a Manticore...

    BYA Perception DC 12 1d4 ⇒ 2 1d4 - 1 ⇒ (3) - 1 = 2 damage = Blessing of Besmara*, Stained Glass Elemental

    Ouch! Why, you need to learn some manners... Death's Touch

    Combat DC 18 1d12 + 4 + 3d6 + 3 ⇒ (12) + 4 + (6, 1, 5) + 3 = 31, per spell text is defeated.

    Hah.

    Recovery: Elixir of Focus Craft DC 10 1d12 + 6 ⇒ (11) + 6 = 17
    Death's Touch Arcane DC 12 1d12 + 4 ⇒ (4) + 4 = 8

    Redraw: whole hand

    End of Turn Summary:
    Card 1 Gannet Island defeated.

    Start of Flenta's Turn

    Ach, I'd better do something about me bruises... 1d4 + 1 ⇒ (1) + 1 = 2 Elixir of Healing = Dragon's Breath and Tinker.

    Might as well call some friends to the party... Banish Immortal Dreamstone... add Audessa Reyquio, Avemar Sorrinash, and a Pteranodon to hand

    Well, aren't you a likely looking bunch...

    Recovery Elixir of Healing: Craft DC 6 1d12 + 6 ⇒ (2) + 6 = 8

    EoFlenta's Turn summary:
    x3 Ally 4's acquired

    Mother Myrtle wrote:

    Hand: Blessing of the Elements 1, Acid Flask, Elixir of Healing, Steel Ibis Lamellar, Lightning Bolt, Mirror Image, Potion of Heroism, Audessa Reyquio*, Avimar Sorrinash*, Pteranodon*,

    Displayed:
    Deck: 7 Discard: 6 Buried: 1
    Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [x] +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 [x] 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) ([x] 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

    Off turn, move to Raker Shoals. Start turn. Hour is Kelizandri. Display Thundercaller for BYA.
    Melee 11: 1d10 + 6 + 1d6 ⇒ (8) + 6 + (1) = 15 Success!

    Move to Gannet Island. Explore card 2: Falcata +1. Thundercaller is still displayed.
    Melee 10: 1d10 + 6 + 1d6 ⇒ (5) + 6 + (5) = 16 Success!

    Discard Ederleigh to explore card 3: Norgorber Cultist. Reveal and Recharge Falcata. Sklar. Character power.
    Combat 19: 1d10 + 6 + 2d4 + 1 + 2d4 + 1d6 + 1d4 + 1 ⇒ (2) + 6 + (3, 3) + 1 + (3, 4) + (3) + (3) + 1 = 29 Defeated!

    End turn. Recharge Thundercaller. Reset hand, drawing 2

    Flenta wrote:

    Hand: Thundering Earthbreaker, Coordinated Blast, Cloudburst, Aiger's Kiss, Dragonbane Greatsword, Alise Grogblud, Magnetic Grimoire,

    Displayed: Bearskin Armor,
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Gannet Island
    Hero Points: 4
    NOTES:
    Available Support: Grimoire reveals to add d4 on local A/C/E/F/P check. Thundercaller adds d6 to all Str/Acro for a turn. Coordinated Blast adds d8 + 3 to another local character's check to defeat - please use!
    Other: Add 1d4 + 1 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Riffle Scrolls, Blessing of Nethys, Speed Battleaxe, Anathemic Volume, Brine's Sting, The Avalanche, Channel the Gift, Strength
    Recharged: Our Lord in Iron, Wall of Fire, Falcata +1, Sklar-quah Thundercaller,
    Discard Pile: Blessing of Besmara, Ederleigh Baines,
    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, Arcane Item
    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.
    [x] When you play a blessing tp add to a Strength check, you may add d12 instead of the normal die.
    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 Erastil.
    Start of turn - recharge Aspect of the Tiger to add Survival skill.
    Fortitude 11: 1d8 + 1 + 1d8 + 6 ⇒ (2) + 1 + (4) + 6 = 13
    Move to Gannet Island.
    Explore Card 4.

    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.

    Dexterity 9: 2d8 ⇒ (3, 1) = 4 Fail and banish

    What is this obsession with guns, and why do people leave them lying (or flotating) around for someone else to find and hurt themselves with? This one even has a knife attached to its muzzle. Zova lets the weapon drift by and presses ahead.

    Discard Blessing of Ketephys to explore again (Card 5).

    Kraken Tentacle:

    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ship is dealt Structural Damage: 1d4 ⇒ 1.
    Recharge Vampire Squid to add Survival skill to BYA check.
    Flenta, Mother Myrtle need to make the BYA checks as well.
    Fortitude 11: 1d8 + 1 + 1d8 + 6 ⇒ (6) + 1 + (7) + 6 = 20
    Reveal Wendifisa Spear. Use Coordinated Blast from Flenta to add 1d8+3. Add Flenta and MM bonuses.
    Combat (Survival) 24: 1d8 + 6 + 1d8 + 3 + 1d12 + 1 + 1d4 + 1 + 2d4 ⇒ (6) + 6 + (4) + 3 + (5) + 1 + (2) + 1 + (3, 4) = 35 Defeated! Draw into hand.
    Discard 1d4 ⇒ 2 cards from blessing deck.
    Plunder: 1d6 ⇒ 6 Choose ally: Audessa Reyquio (Ally 4).

    A massive tentacle surges up from the depths and wraps itself around the heroes' ship! Luckily, the ship survives the worst of the attack, only the rudder gets bent before Zova can strike back against the undersea horror! With some well-timed help from her friends, the shifter thrusts her spear at the massive appendage, splicing the tentacle with a powerful strike and causing it to retreat back into the depths in a cloud of black blood and churning water. Surprisingly, a pirate emerges from the bubbling cloud and Zova quickly lets the near-drowned woman aboard.

    End Turn. Reset Hand to 9.

    Zova wrote:

    Hand: Kraken Tentacle, Blessing of Kelizandri, Coat of Mist, Wendifisa Spear, Blessing of the Green Faith, Blessing of Wind and Waves, Angelstep, Audessa Reyquio, Saber-Toothed Tiger,

    Displayed: Aspect of the Bull,
    Deck: 12 Discard: 2 Buried: 0
    Notes: Use blessings as needed. Reroll used: N Hero Points: 5
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+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 ([X] 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 ([X] 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.


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

  • It does not look like Flenta and Zova processed SOT for being at Raker Shoals
  • I didn't see a card discarded for structural damage from tentacle; did the ship get wrecked or did someone deal with this?
  • Mother Myrtle and Flenta needs to make a check (Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck)
  • Mother Myrtle and Flenta gain a plunder directly to their hand
    Random Roll: 1d6 ⇒ 21d6 ⇒ 4 Using Random from last one; Mother Myrtle Spell (Rage) and Flenta Item (Jolly Roger)

    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.

    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.

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

    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.

    YOUR SHIP IS THE DEVIL'S REMAINS (unless changed).

    Devil's Remains:

    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: 5-5E: GET KRAKEN!

  • After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.
  • Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.
  • At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
    1. Your ship is dealt 1d4 Structural damage.
    2. You are dealt 1d4 Combat damage.
    3. Discard a random card.
    4. Bury a random card from your discard pile.
  • At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

    Additional Rules: Plunder - Item, Armor

    Pearl of the Sirines:

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Benefits:

    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.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

    VILLAIN:
    KRAKEN MAW
    HENCHMEN:
    KRAKEN TENTACLES

    Additional Banes:

    Scenario Level (#): 5

    Turn: 7, MotherMyrtle/Redgar

    Random Cards:

    Monsters
    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:
    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:
    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:
    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:
    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:
    Social Niceties
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 14
    If defeated, you may bury a card to add a random ally from the box to your hand.
    If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    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:
    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:
    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.

    Weapons
    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.

    Spoiler:
    Flaming Longbow +2
    SS
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait to any combat check at another location.

    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:
    Flaming Falcata +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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:
    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:
    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:
    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:
    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:
    Skeleton Crew
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Discard this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
    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 9 check to recharge this card instead of discarding it.

    Spoiler:
    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.

    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:
    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:
    Breastplate of the Deep
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 11
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    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 Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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:
    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.

    Items
    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:
    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:
    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.

    Spoiler:
    Ring of the Sea Strider
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
    Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

    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:
    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:
    Corlan
    SS
    Ally 3
    Traits:
    Tengu
    Smuggler
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to give a card to another character at any 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.

    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:
    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 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.

    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.

    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 Abadar:
    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.

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 1 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 2 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 2 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 3 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 3 MotherMyrtle/Redgar
    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.
    Hourglass Card 4 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 4 Flenta/eddiephlash
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 5 Zova/Greenclaw
    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 6 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 6 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 7 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 7 Flenta/eddiephlash
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 8 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 9 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/Redgar
    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 10 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 10 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 11 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 11 Zova/Greenclaw
    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 12 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/Redgar
    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.
    Hourglass Card 13 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 13 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 14 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 14 Zova/Greenclaw
    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.
    Hourglass Card 15 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 15 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 16 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 16 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 17 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 17 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 18 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 18 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 19 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 19 Flenta/eddiephlash
    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 20 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 20 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 21 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 21 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.

    Location #1: Gannet Island
    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,

    Pearl of the Sirines (Displayed):

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Location #2: Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Ship is anchored here

    Raker Shoals Card 1:
    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.
    Raker Shoals 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.
    Raker Shoals Card 3:
    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.
    Raker Shoals Card 4:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Raker Shoals Card 5:
    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
    Raker Shoals Card 6:
    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.
    Raker Shoals Card 7:
    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.
    Raker Shoals Card 8:
    Kraken Maw
    None
    Villain 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Strength
    Melee
    Constitution
    Fortitude 8
    THEN Combat 30
    Before you act, a random character summons and encounters the henchman Kraken Tentacle.
    If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

    Location #3: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Shipwreck Graveyard Card 1:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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.
    Shipwreck Graveyard Card 2:
    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.
    Shipwreck Graveyard Card 3:
    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.
    Shipwreck Graveyard Card 4:
    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.
    Shipwreck Graveyard Card 5:
    Werecrocodile
    SS
    Monster 3
    Traits:
    Lycanthrope
    Aquatic
    To Defeat:
    Combat 18
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d6 to it.
    Shipwreck Graveyard Card 6:
    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.
    Shipwreck Graveyard Card 7:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shipwreck Graveyard Card 8:
    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.
    Shipwreck Graveyard Card 9:
    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.
    Shipwreck Graveyard Card 10:
    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.
    Shipwreck Graveyard Card 11:
    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.

    Location #4: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None
    Tempest Cay 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.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 4:
    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.
    Tempest Cay Card 5:
    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.
    Tempest Cay Card 6:
    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.
    Tempest Cay Card 7:
    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.
    Tempest Cay Card 8:
    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.
    Tempest Cay Card 9:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 10:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 11:
    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.

    Location #5: Gozreh's Flow
    Closed
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Storm (Displayed):

    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.

    Gozreh's Flow Card 1:
    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.


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

    I'd have Discarded Dragonbane Greatsword at my SoT from Raker Shoals. Tentacle. Pearl adds d4.
    Melee 11: 1d10 + 6 + 1d4 ⇒ (3) + 6 + (1) = 10 Shirt reroll that d10
    Melee 11: 1d10 + 6 + 1 ⇒ (5) + 6 + 1 = 12 Success!

    New hand:

    Flenta wrote:

    Hand: Thundering Earthbreaker, Coordinated Blast, Cloudburst, Aiger's Kiss, Alise Grogblud, Magnetic Grimoire, Riffle Scrolls,

    Displayed: Bearskin Armor,
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Gannet Island
    Hero Points: 4
    NOTES:
    Available Support: Grimoire reveals to add d4 on local A/C/E/F/P check. Thundercaller adds d6 to all Str/Acro for a turn. Coordinated Blast adds d8 + 3 to another local character's check to defeat - please use!
    Other: Add 1d4 + 1 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Avalanche, Channel the Gift, Speed Battleaxe, Anathemic Volume, Brine's Sting, Strength, Blessing of Nethys
    Recharged: Our Lord in Iron, Wall of Fire, Falcata +1, Sklar-quah Thundercaller,
    Discard Pile: Blessing of Besmara, Ederleigh Baines, Dragonbane 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, Arcane Item
    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 used
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    [x] When you play a blessing tp add to a Strength check, you may add d12 instead of the normal die.
    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

    Discard Coat of Mist for SOT at Raker's Shoals.

    Zova wrote:

    Hand: Kraken Tentacle, Blessing of Kelizandri, Hippopotamus, Wendifisa Spear, Blessing of the Green Faith, Blessing of Wind and Waves, Angelstep, Audessa Reyquio, Saber-Toothed Tiger,

    Displayed: Aspect of the Bull,
    Deck: 12 Discard: 2 Buried: 0
    Notes: Use blessings as needed. Reroll used: N Hero Points: 5
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+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 ([X] 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 ([X] 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.


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    I also cast Coordinated blast on Zova's turn. Recharge new spell: Find Traps. Display CBlast with Riffle scrolls. Draw Jolly Roger when location was closed.

    Flenta wrote:

    Hand: Thundering Earthbreaker, Cloudburst, Aiger's Kiss, Alise Grogblud, Magnetic Grimoire, Jolly Roger,

    Displayed: Bearskin Armor, Riffle Scrolls, Coordinated Blast,
    Deck: 12 Discard: 3 Buried: 0
    Current Location: Gannet Island
    Hero Points: 4
    NOTES:
    Available Support: Grimoire reveals to add d4 on local A/C/E/F/P check. Thundercaller adds d6 to all Str/Acro for a turn.
    Other: Add 1d4 + 1 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Anathemic Volume, Strength, Blessing of Nethys, Speed Battleaxe, Brine's Sting, The Avalanche, Channel the Gift
    Recharged: Our Lord in Iron, Wall of Fire, Falcata +1, Sklar-quah Thundercaller, Find Traps,
    Discard Pile: Blessing of Besmara, Ederleigh Baines, Dragonbane 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, Arcane Item
    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 used
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    [x] When you play a blessing tp add to a Strength check, you may add d12 instead of the normal die.
    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


    Zova's Turn

    Melee DC 11 1d4 ⇒ 4 taking 1d4 ⇒ 4 combat damage, Mirror Image = 1d4 ⇒ 4 and discarding... Dragon's Breath from top of deck.

    Recovery on Zova's Turn: Mirror Image Arcane DC 11 1d12 + 6 ⇒ (1) + 6 = 7

    MM's Turn

    Hour of Abadar

    Start of Turn Scenario Power

    Aye, Lass, will ye hand me my special brew? Reveal Audessa, display potion of Heroism

    Con DC 11 1d8 + 2 + 1d6 + 1 ⇒ (8) + 2 + (6) + 1 = 17

    Pick up Pearl

    Move to Shipwreck Graveyard

    Display Pearl

    Reflecting Buckler Zova, I think this buckler would really suit you... Borrow Zova's Blessing of the Green Faith

    Fort DC 10 1d8 + 2 + 1 + 1d6 + 1d8 ⇒ (8) + 2 + 1 + (5) + (5) = 21

    Avimar Sorrinash to explore

    Illusory Wall

    Arcane 6 + (5*2) = DC 16 1d12 + 6 + 1 + 1d6 + 1d4 ⇒ (9) + 6 + 1 + (1) + (2) = 19


    Barrier text: examine... Ambush. Put on bottom of deck. Audessa to explore...

    Symbol of Insanity Recharge Lighting Bolt

    Divine DC 14 1d12 + 6 + 1d6 + 1d4 ⇒ (6) + 6 + (1) + (4) = 17

    Blessing of the Elements 1 to explore

    Were-Crocodile Acid Flask, plus Pear + recharge Reflecting Buckler

    Combat DC 18 1d12 + 6 + 2d6 + 1d4 + 2d4 ⇒ (3) + 6 + (2, 5) + (3) + (2, 3) = 24

    Recovery: Potion of Heroism (recharging Pteranodon*): Craft DC 9 1d12 + 6 + 1d4 ⇒ (9) + 6 + (2) = 17
    Recovery: Acid Flask Craft DC 6 1d12 + 6 ⇒ (11) + 6 = 17[/ooc]

    End of Turn Summary:

    Move, with Pearl, to Shipwreck Graveyard.
    Cards 1-2, and 4-5, dealt with.
    Card 3, Ambush, on bottom of location.
    Armour 5 (Reflecting Buckler) acquired
    **Use Zova's Blessing of Green Faith**

    Start Flenta's Turn

    This heroism is thirsty work! Elixir of Healing for 1d4 + 1 ⇒ (3) + 1 = 4 = Dragon's Breath, Avimar Sorrinash*, Crystalline Carnivore, Blessing of the Elements 1

    [ooc]Recovery: Elixir of Healing Craft DC 6 1d12 + 6 ⇒ (4) + 6 = 10

    Mother Myrtle wrote:

    Hand: Steel Ibis Lamellar, Anesthetizing Slime, Tangleburn Bag, Tinker, Blessing of the Elements 2, Blessing of the Elements 3, Elixir of Focus,

    Displayed:
    Deck: 9 Discard: 7 Buried: 1
    Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [x] +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 [x] 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) ([x] 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.

    Flenta should not have received find traps (it is divine only)..she should replace with Dimension Leap.

    Plunder Helpful Haversack Item 1 was banished end of Zova's turn and plunder Armor 5 Breastplate of the Deep was banished end of Mother Myrtle's turn

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

    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.

    YOUR SHIP IS THE DEVIL'S REMAINS (unless changed).

    Devil's Remains:

    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: 5-5E: GET KRAKEN!

  • After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.
  • Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.
  • At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
    1. Your ship is dealt 1d4 Structural damage.
    2. You are dealt 1d4 Combat damage.
    3. Discard a random card.
    4. Bury a random card from your discard pile.
  • At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

    Additional Rules: Plunder - NONE
    Ship is WRECKED

    Pearl of the Sirines:

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Benefits:

    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.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

    VILLAIN:
    KRAKEN MAW
    HENCHMEN:
    KRAKEN TENTACLES

    Additional Banes:

    Scenario Level (#): 5

    Turn: 8, Flenta/eddiephlash

    Random Cards:

    Monsters
    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:
    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.

    Spoiler:
    Giant Sea Anemone
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 20
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    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:
    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_

    Barriers
    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:
    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:
    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:
    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:
    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.

    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:
    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.

    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:
    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:
    Seaborne Trident +1
    SS
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee
    Survival 11
    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.
    Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

    Spells
    Spoiler:
    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.

    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:
    Raise Dead
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 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:
    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.

    Armors
    Spoiler:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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:
    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:
    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:
    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:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Spoiler:
    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Spoiler:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Spoiler:
    Ring of the Sea Strider
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
    Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

    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:
    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:
    Barracuda Aiger
    SS
    Ally 5
    Traits:
    Half-Elf
    Rogue
    Captain
    Pirate
    To Acquire:
    Dexterity
    Ranged 9
    THEN Charisma
    Diplomacy 12
    If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
    Banish this card and recharge another card to examine your location deck.

    Spoiler:
    Arronax Endymion
    SS
    Ally 5
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Charisma
    Diplomacy 13
    Banish this card to succeed at your check to defeat a henchman.
    Discard this card to explore your location. Add the Swashbuckling trait 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:
    Albatross
    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

    Blessings
    Spoiler:
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 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 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.

    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: 20

    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 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.
    Hourglass Card 3 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 3 Flenta/eddiephlash
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 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 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 Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 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 8 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/Redgar
    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 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 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 11 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/Redgar
    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.
    Hourglass Card 12 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 12 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 13 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 13 Zova/Greenclaw
    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.
    Hourglass Card 14 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 14 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 15 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 15 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 16 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 16 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 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 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 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 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.

    Location #1: Gannet Island
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zova/Greenclaw, Flenta/eddiephlash,

    Location #2: Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Ship is anchored here

    Raker Shoals Card 1:
    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.
    Raker Shoals 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.
    Raker Shoals Card 3:
    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.
    Raker Shoals Card 4:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Raker Shoals Card 5:
    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
    Raker Shoals Card 6:
    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.
    Raker Shoals Card 7:
    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.
    Raker Shoals Card 8:
    Kraken Maw
    None
    Villain 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Strength
    Melee
    Constitution
    Fortitude 8
    THEN Combat 30
    Before you act, a random character summons and encounters the henchman Kraken Tentacle.
    If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

    Location #3: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: MotherMyrtle/Redgar,
    Pearl of the Sirines (Displayed):

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Shipwreck Graveyard Card 1:
    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.
    Shipwreck Graveyard Card 2:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shipwreck Graveyard Card 3:
    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.
    Shipwreck Graveyard Card 4:
    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.
    Shipwreck Graveyard Card 5:
    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.
    Shipwreck Graveyard Card 6:
    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.
    Shipwreck Graveyard Card 7 (Ambush):
    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.

    Location #4: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None
    Tempest Cay 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.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 4:
    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.
    Tempest Cay Card 5:
    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.
    Tempest Cay Card 6:
    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.
    Tempest Cay Card 7:
    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.
    Tempest Cay Card 8:
    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.
    Tempest Cay Card 9:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 10:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 11:
    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.

    Location #5: Gozreh's Flow
    Closed
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Storm (Displayed):

    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.

    Gozreh's Flow Card 1:
    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.


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

    Start turn. Hour is BotG.
    Melee 11: 1d10 + 6 ⇒ (5) + 6 = 11 Success!

    Move to Shipwreck Graveyard. Explore: Nirento. Cast Cloudburst. Ignore the BYA. Grimoire adds d4. Fighter power.
    Combat 11: 1d8 + 3 + 3d6 + 1d4 + 1d4 + 1 ⇒ (8) + 3 + (1, 2, 5) + (4) + (2) + 1 = 26 Defeated!
    Recharge new spell: Safe Harbor

    Discard Alise to explore card 2: Kraken Tentacle.
    Structural damage: 1d4 ⇒ 2 I can take 1: Magnetic Grimoire.
    Mother Myrtle must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    Melee 11: 1d10 + 6 ⇒ (4) + 6 = 10 Failed
    Damage: 1d4 ⇒ 2 Recharge Bearskin
    Discard top card: Blessing of Nethys.
    For combat, reveal Earthbreaker. Fighter power. Pearl. Ask for 2d4 from Myrtle.
    Combat 24: 1d10 + 6 + 1d12 + 2 + 1d4 + 1 + 1d4 + 2d4 ⇒ (3) + 6 + (1) + 2 + (1) + 1 + (4) + (1, 2) = 21 So many 1s. Use Hero Point.
    Combat 24: 1d10 + 6 + 1d12 + 2 + 1d4 + 1 + 1d4 + 2d4 ⇒ (8) + 6 + (4) + 2 + (2) + 1 + (4) + (2, 2) = 31 Success!

    Attempt to close.
    Plunder: 1d6 ⇒ 6 My choice. Item I guess.
    Rando Item 1: Tot Flask. Ask for MM's Elixir of Focus.
    Int 6: 1d8 + 1 + 1d8 + 1 ⇒ (4) + 1 + (8) + 1 = 14 Acquired!

    Shipwreck Graveyard closed! Draw Pearl of the Sirines.
    Structural damage: 1d4 ⇒ 4 Given we've got time left, I'm happy to let this come from the hourglass.

    Bury Aiger's Kiss to heal. Display Jolly Roger with Ship.
    Heal amount: 1d4 ⇒ 3 (Blessing of Nethys, Magnetic Grimoire, Ederleigh Baines). Deck shuffled.

    End turn. Display Cloudburst with Riffle Scrolls. Reset hand, drawing 5.

    Flenta wrote:

    Hand: Thundering Earthbreaker, Pearl of the Sirines, Safe Harbor, Ederleigh Baines, Sklar-quah Thundercaller, Bearskin Armor, The Avalanche,

    Displayed: Jolly Roger, Riffle Scrolls, Coordinated Blast, Cloudburst,
    Deck: 11 Discard: 3 Buried: 1
    Current Location: Shipwreck Graveyard
    Hero Points: 4
    NOTES:
    Available Support: Will display Pearl wherever Zova wants. Thundercaller adds d6 to all Str/Acro for a turn.
    Other: Add 1d4 + 1 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Our Lord in Iron, Channel the Gift, Magnetic Grimoire, Falcata +1, Strength, Anathemic Volume, Brine's Sting, Wall of Fire, Blessing of Nethys, Dimension Leap, Speed Battleaxe
    Recharged:
    Discard Pile: Blessing of Besmara, Dragonbane Greatsword, Alise Grogblud,
    Buried Pile: Aiger's Kiss,

    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, Arcane Item
    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 used
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    [x] When you play a blessing tp add to a Strength check, you may add d12 instead of the normal die.
    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


    Flenta's Turn Hand Update

    Recharge BotE 3 for +2d4 for flenta.

    Melee 11 check: 1d4 ⇒ 4 = take 1d4 ⇒ 4 Reveal Steel Ibis Lamallar, discard Tinker.

    Recovery: Elixir of Focus Craft DC 10 1d12 + 6 ⇒ (6) + 6 = 12

    Revised Hand:

    Mother Myrtle wrote:

    Hand: Steel Ibis Lamellar, Anesthetizing Slime, Tangleburn Bag, Blessing of the Elements 2,

    Displayed: Elixir of Focus,
    Deck: 10 Discard: 8 Buried: 1
    Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [x] +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 [x] 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) ([x] 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.

    Due to 1 structural from tentacle, Blessing of Erastil is discarded from hourglass.
    Due to 4 structural from closing Shipwreck Graveyard, Blessing of Cayden Cailean, Blessing of Norgorber, Blessing of Achaekek, Blessing of the Gods are discarded from hourglass.

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

    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.

    YOUR SHIP IS THE DEVIL'S REMAINS (unless changed).

    Devil's Remains:

    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: 5-5E: GET KRAKEN!

  • After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.
  • Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.
  • At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
    1. Your ship is dealt 1d4 Structural damage.
    2. You are dealt 1d4 Combat damage.
    3. Discard a random card.
    4. Bury a random card from your discard pile.
  • At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

    Additional Rules: Plunder - NONE
    Ship is WRECKED

    Pearl of the Sirines:

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Benefits:

    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.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

    VILLAIN:
    KRAKEN MAW
    HENCHMEN:
    KRAKEN TENTACLES

    Additional Banes:

    Scenario Level (#): 5

    Turn: 10, MotherMyrtle/Redgar

    Random Cards:

    Monsters
    Spoiler:
    Giant Sea Anemone
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 20
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    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.

    Spoiler:
    Voidstick Zombie
    SS
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 20
    OR Divine 16
    The Voidstick Zombie is immune to the Mental and Poison traits.
    For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
    If undefeated, each character at your location discards 1d4 cards from her deck.

    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:
    Kapre
    SS
    Monster 5
    Traits:
    Plant
    To Defeat:
    Combat 20
    The Kapre is immune to the Mental and Poison traits.
    You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
    Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

    Barriers
    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:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.

    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.

    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:
    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:
    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.

    Spoiler:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

    Spoiler:
    Humanbane Gladius +2
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. 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:
    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.

    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:
    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:
    Holy Feast
    SS
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 13
    Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

    Spoiler:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard 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.

    Armors
    Spoiler:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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:
    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.

    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.

    Items
    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:
    Anchor
    SS
    Item B
    Traits:
    Tool
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    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.

    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.

    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:
    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:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    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.

    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 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.

    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 Norgorber:
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 1 Flenta/eddiephlash
    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 2 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 2 Zova/Greenclaw
    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 3 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 3 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 4 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 4 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 5 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 5 Zova/Greenclaw
    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.
    Hourglass Card 6 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/Redgar
    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 7 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 7 Flenta/eddiephlash
    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.
    Hourglass Card 8 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 8 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 9 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 9 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 10 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 10 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 11 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 11 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 12 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/Redgar
    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 13 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 13 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 14 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 14 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.

    Location #1: Gannet Island
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zova/Greenclaw,

    Location #2: Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Ship is anchored here

    Raker Shoals Card 1:
    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.
    Raker Shoals 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.
    Raker Shoals Card 3:
    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.
    Raker Shoals Card 4:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Raker Shoals Card 5:
    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
    Raker Shoals Card 6:
    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.
    Raker Shoals Card 7:
    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.
    Raker Shoals Card 8:
    Kraken Maw
    None
    Villain 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Strength
    Melee
    Constitution
    Fortitude 8
    THEN Combat 30
    Before you act, a random character summons and encounters the henchman Kraken Tentacle.
    If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

    Location #3: Shipwreck Graveyard
    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,
    Pearl of the Sirines (Displayed):

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Location #4: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None

    Tempest Cay 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.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 4:
    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.
    Tempest Cay Card 5:
    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.
    Tempest Cay Card 6:
    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.
    Tempest Cay Card 7:
    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.
    Tempest Cay Card 8:
    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.
    Tempest Cay Card 9:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 10:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 11:
    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.

    Location #5: Gozreh's Flow
    Closed
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Storm (Displayed):

    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.

    Gozreh's Flow Card 1:
    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.


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

    Fixing end of turn. Display Pearl at Zova's intended location. Then since I'm ending my turn where it is not, bury top of deck: Safe Harbor. Then draw 2 extra cards when resetting for no longer having Pearl and Harbor.

    Flenta wrote:

    Hand: Thundering Earthbreaker, Ederleigh Baines, Sklar-quah Thundercaller, Bearskin Armor, The Avalanche, Falcata +1, Channel the Gift,

    Displayed: Jolly Roger, Riffle Scrolls, Coordinated Blast, Cloudburst,
    Deck: 9 Discard: 3 Buried: 2
    Current Location: Shipwreck Graveyard
    Hero Points: 3
    NOTES:
    Available Support: Will display Pearl wherever Zova wants. Thundercaller adds d6 to all Str/Acro for a turn. Channel the gift retrieves a spell from somebody's deck.
    Other: Add 1d4 + 1 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dimension Leap, Strength, Blessing of Nethys, Anathemic Volume, Speed Battleaxe, Brine's Sting, Wall of Fire, Our Lord in Iron, Magnetic Grimoire
    Recharged:
    Discard Pile: Blessing of Besmara, Dragonbane Greatsword, Alise Grogblud,
    Buried Pile: Aiger's Kiss, Safe Harbor,

    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, Arcane Item
    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 used
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    [x] When you play a blessing tp add to a Strength check, you may add d12 instead of the normal die.
    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 the Green Faith for Myrtle's check.
    It is the hour of Norgorber.
    Start of turn - recharge Saber-Toothed Tiger to add Survival skill. Reveal Audessa Reyquio to add 1.
    Fortitude 11: 1d8 + 1 + 1d8 + 6 + 1 ⇒ (1) + 1 + (1) + 6 + 1 = 10
    Shirt Reroll of the dice.
    Fortitude 11: 1d8 + 1 + 1 + 6 + 1 ⇒ (2) + 1 + 1 + 6 + 1 = 11
    Move to Raker's Shoal .
    Explore.

    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.

    Zova helps steer the damaged octopus ship but only into a massive undersea current that threatens to destroy the vessel once and for all.

    Discard (recharge) Hippopotamus to explore again.

    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.

    Auto Acquire.

    Discard Audessa Reyquio to explore again.

    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.

    Auto fail. Banish the weapon.

    End Turn. Reset Hand to 9.

    Zova wrote:

    Hand: Kraken Tentacle, Blessing of Kelizandri, Blessing of the Gods, Wendifisa Spear, Giant Raven, Blessing of Wind and Waves, Angelstep, Audessa Reyquio, Pteranodon,

    Displayed: Aspect of the Bull,
    Deck: 12 Discard: 3 Buried: 0
    Notes: Use blessings as needed. Reroll used: Y Hero Points: 5
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+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 ([X] 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 ([X] 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.


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

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

    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.

    YOUR SHIP IS THE DEVIL'S REMAINS (unless changed).

    Devil's Remains:

    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: 5-5E: GET KRAKEN!

  • After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.
  • Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.
  • At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
    1. Your ship is dealt 1d4 Structural damage.
    2. You are dealt 1d4 Combat damage.
    3. Discard a random card.
    4. Bury a random card from your discard pile.
  • At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

    Additional Rules: Plunder - NONE
    Ship is WRECKED

    Pearl of the Sirines:

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Benefits:

    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.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

    VILLAIN:
    KRAKEN MAW
    HENCHMEN:
    KRAKEN TENTACLES

    Additional Banes:

    Scenario Level (#): 5

    Turn: 10, MotherMyrtle/Redgar

    Random Cards:

    Monsters
    Spoiler:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.

    Spoiler:
    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.

    Spoiler:
    Galvo
    SS
    Monster 5
    Traits:
    Aberration
    Aquatic
    Swarm
    To Defeat:
    Combat 18
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

    Spoiler:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    Spoiler:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.

    Barriers
    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:
    Phantom Fog
    SS
    Barrier 5
    Traits:
    Obstacle
    Weather
    To Defeat:
    Wisdom
    Survival 15
    If undefeated, move to a random open location and shuffle this card into that location.

    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:
    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:
    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.

    Weapons
    Spoiler:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Spoiler:
    Seaborne Trident +1
    SS
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee
    Survival 11
    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.
    Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

    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.

    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:
    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:
    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:
    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:
    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:
    Control Weather
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
    At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
    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 13 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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:
    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:
    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.

    Items
    Spoiler:
    Wizard's Hook
    SS
    Item 5
    Traits:
    Accessory
    Piercing
    Magic
    To Acquire:
    Arcane
    Melee
    Divine 10
    If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.

    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:
    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:
    Gloves of Dueling
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Swashbuckling
    To Acquire:
    Charisma
    Diplomacy 13
    Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

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

    Allies
    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:
    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:
    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:
    Arronax Endymion
    SS
    Ally 5
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Charisma
    Diplomacy 13
    Banish this card to succeed at your check to defeat a henchman.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    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.

    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 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.

    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 Norgorber:
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 1 Flenta/eddiephlash
    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 2 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 2 Zova/Greenclaw
    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 3 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 3 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 4 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 4 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 5 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 5 Zova/Greenclaw
    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.
    Hourglass Card 6 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/Redgar
    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 7 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 7 Flenta/eddiephlash
    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.
    Hourglass Card 8 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 8 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 9 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 9 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 10 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 10 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 11 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 11 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 12 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/Redgar
    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 13 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 13 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 14 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 14 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.

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

    Location #2: Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Zova/Greenclaw, Ship is anchored here

    Pearl of the Sirines (Displayed):

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Storm (Displayed):

    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.

    Raker Shoals Card 1:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Raker Shoals Card 2:
    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
    Raker Shoals Card 3:
    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.
    Raker Shoals 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.
    Raker Shoals Card 5:
    Kraken Maw
    None
    Villain 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Strength
    Melee
    Constitution
    Fortitude 8
    THEN Combat 30
    Before you act, a random character summons and encounters the henchman Kraken Tentacle.
    If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

    Location #3: Shipwreck Graveyard
    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,

    Location #4: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None

    Tempest Cay 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.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 4:
    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.
    Tempest Cay Card 5:
    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.
    Tempest Cay Card 6:
    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.
    Tempest Cay Card 7:
    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.
    Tempest Cay Card 8:
    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.
    Tempest Cay Card 9:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 10:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 11:
    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.

    Location #5: Gozreh's Flow
    Closed
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Storm (Displayed):

    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.

    Gozreh's Flow Card 1:
    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.


  • Hour of Norgorber

    SoT Melee DC 11 1d4 ⇒ 3 result of 1d4 ⇒ 2 = 1d4 ⇒ 3 Combat damage = Reveal Steel Ibis Lamellar, moving to... 1d5 ⇒ 3 grr, that's where I am. 1d5 ⇒ 3 ... 1d5 ⇒ 4 = Tempest Cay

    Find anything interest, Zova? Move to Raker Shoals

    Kracken Tentacle

    Well, that's a thing.

    BYA Structural: 1d4 ⇒ 1 = one blessing discard.

    Recharge Anesthetizing Slime and get Pearl bump

    Fortitude DC 11 1d8 + 1 + 2d4 + 1d4 ⇒ (5) + 1 + (1, 3) + (2) = 12

    Zova! Duck!! *Zova needs to make a BYA check* Tangleburn Bag, BotElements 2, Recharge Steel Ibis Lamellar, Pearl

    Combat DC 24 1d12 + 6 + 2d8 + 1d12 + 2d4 + 1d4 ⇒ (3) + 6 + (4, 2) + (2) + (2, 4) + (1) = 24

    Phew!

    Won't bother with the close check.

    Recovery: Tangleburn Bag Craft DC 12 1d12 + 6 ⇒ (7) + 6 = 13

    Redraw: whole hand

    Mother Myrtle wrote:

    Hand: Avimar Sorrinash*, Crystalline Carnivore, Dragon's Breath, Blessing of the Elements 1, Elixir of Healing, Rage*, Lightning Bolt, Reflecting Buckler*,

    Displayed: Elixir of Focus,
    Deck: 9 Discard: 8 Buried: 1
    Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [x] +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 [x] 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) ([x] 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).


    End of Turn Summary:

    Card 1 at Raker Shoals dealt with (Henchman).
    *Zova needs to make a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of her deck*.


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Start turn. Hour is Asmodeus. Try to repair ship.
    Craft 3: 1d4 ⇒ 2 Nope!
    Display Sklar-quah Thundercaller for scenario effect.
    Melee 11: 1d10 + 6 + 1d6 ⇒ (10) + 6 + (5) = 21

    Move to Tempest Cay. Display Bearskin. Cast Explore card 1: Pirate Captain. BYA recharge Falcata +1. for combat, reveal Earthbreaker. Sklar-quah Thundercaller. Fighter power.
    Combat 12 + # = 17: 1d10 + 6 + 1d12 + 2 + 1d6 + 1d4 + 1 ⇒ (2) + 6 + (11) + 2 + (2) + (2) + 1 = 26 Defeated
    Tank the AYA structural, discarding 2 more cards from hourglass.

    Discard The Avalanche to explore card 2: Sandbar. Everybody moves here BYA. Sklar is still active.
    Str 11: 1d10 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12 Defeated!

    Cast Channel the Gift to draw Dimension Leap from deck. Recharge new spell: [b]Need a new spell please! All randos are Divine or too high level. End turn. Bury top of deck: Wall of Fire. Sklar-quah Thundercaller recharges. Display Channel the Gift with Riffle Scrolls. Reset hand, drawing 4.

    Flenta wrote:

    Hand: Thundering Earthbreaker, Ederleigh Baines, Dimension Leap, Speed Battleaxe, Brine's Sting, Anathemic Volume, Blessing of Nethys,

    Displayed: Bearskin Armor, Jolly Roger, Riffle Scrolls, Coordinated Blast, Cloudburst, Channel the Gift,
    Deck: 5 Discard: 4 Buried: 3
    Current Location: Shipwreck Graveyard
    Hero Points: 3
    NOTES:
    Available Support: Will Dimension Leap away when somebody encounters a card. Earthbreaker adds d12 to local lock/obstacle.
    Other: Add 1d4 + 1 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Our Lord in Iron, Strength, Magnetic Grimoire
    Recharged: Falcata +1, Sklar-quah Thundercaller,
    Discard Pile: Blessing of Besmara, Dragonbane Greatsword, Alise Grogblud, The Avalanche,
    Buried Pile: Aiger's Kiss, Safe Harbor, Wall of Fire,

    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, Arcane Item
    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 used
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    [x] When you play a blessing tp add to a Strength check, you may add d12 instead of the normal die.
    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 Pteranodon to add Survival skill to Tentacle check.
    Fortitude 11: 1d8 + 1 + 1d8 + 6 ⇒ (4) + 1 + (4) + 6 = 15
    Start of turn: Recharge Kraken Tentacle to add Survival skill to start of turn check.
    Fortitude 11: 1d8 + 1 + 1d8 + 6 ⇒ (7) + 1 + (5) + 6 = 19
    Explore Tempest Cay

    Righteousness:

    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Discard Blessing of the Gods
    Wisdom 11: 3d8 + 3 ⇒ (3, 2, 5) + 3 = 13 Acquired!

    Discard (recharge) Giant Raven to examine top 2 cards of location: Animated Shield, Coral Capuchin.
    Explore

    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.

    Fortitude 7: 1d8 + 1 ⇒ (6) + 1 = 7 Acquired!

    Discard Blessing of Wind and Waves to explore again.

    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.

    Zova's hearty nature seems well suited to being underwater, plus she shifts some gills and small fins to help adapt to the aquatic environment. She spots a small chest with a magical aura and pockets it and the scroll inside it for future use.


    Auto acquire at Survival +6

    A little sea creature curiously approaches Zova and offers a gift of a shield.

    Bury Angelstep to heal 1d4 + 1 ⇒ (2) + 1 = 3 cards. Audessa Reyquiou, Blessing of the Gods, Blessing of Wind and Waves.
    End Turn.
    Recharge Angelstep (Survival) 9: 1d8 + 6 ⇒ (1) + 6 = 7
    Bury top card of deck: Kraken Tentacle
    Reset Hand to 10 (revealing a plant).

    Zova wrote:

    Hand: Righteousness, Blessing of Kelizandri, Hippopotamus, Wendifisa Spear, Giant Raven, Aspect of the Tiger, Coral Capuchin, Draughtcap Fungus, Moose, Aspect of the Bat,

    Displayed: Aspect of the Bull,
    Deck: 12 Discard: 2 Buried: 2
    Notes: Use blessings as needed. Reroll used: Y Hero Points: 5
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+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 ([X] 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 ([X] 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.


    Off-turn:

    Play Elixir of Healing, recharging 1d4 + 1 ⇒ (4) + 1 = 5 = Stained Glass Elemental, Bottled Lightning, Tinker, Mirror Image, Death's Touch.

    Recovery: Craft DC 6 1d12 + 6 ⇒ (9) + 6 = 15

    Start of Turn: Display Rage, bury Reflecting Buckler*

    Con DC 11 1d8 + 1 + 1d10 ⇒ (7) + 1 + (6) = 14

    Move to Raker Shoals

    Bottled Lightning Recharge Lightning Bolt and use BotE

    [ooc]Craft DC 11 1d12 + 6 + 1d4 + 1d12 ⇒ (3) + 6 + (1) + (12) = 22

    Avimar Sorrinash to explore

    Blazing Servant Recharge Bottled Lightning

    Divine DC 12 1d12 + 6 + 1d4 ⇒ (10) + 6 + (3) = 19

    Crystalline Carnivore to explore

    Shark Skin Armour

    Fort DC 7 1d8 + 1 ⇒ (5) + 1 = 6

    Recovery: Rage Arcane DC 8 1d12 + 6 ⇒ (12) + 6 = 18

    Redraw:
    Steel Ibis Lamellar
    Pteranodon*
    Blessing of the Elements 2
    Blessing of the Elements 3
    Mirror Image

    End of Turn Summary:
    Move to Raker Shoals
    Cards 1-3 dealt with
    Item 5 acquired (Bottled Lightning)
    Spell 4 acquired (Blazing Servant)

    Mother Myrtle wrote:

    Hand: Dragon's Breath, Blazing Servant*, Steel Ibis Lamellar, Pteranodon*, Blessing of the Elements 2, Blessing of the Elements 3, Mirror Image, Tinker,

    Displayed: Rage*,
    Deck: 11 Discard: 5 Buried: 2
    Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [x] +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 [x] 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) ([x] 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).

    Tinker


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

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

    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.

    YOUR SHIP IS THE DEVIL'S REMAINS (unless changed).

    Devil's Remains:

    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: 5-5E: GET KRAKEN!

  • After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.
  • Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.
  • At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
    1. Your ship is dealt 1d4 Structural damage.
    2. You are dealt 1d4 Combat damage.
    3. Discard a random card.
    4. Bury a random card from your discard pile.
  • At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.

    Additional Rules: Plunder - NONE
    Ship is WRECKED

    Pearl of the Sirines:

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Benefits:

    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.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

    VILLAIN:
    KRAKEN MAW
    HENCHMEN:
    KRAKEN TENTACLES

    Additional Banes:

    Scenario Level (#): 5

    Turn: 14, Flenta/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    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.

    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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:
    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.

    Weapons
    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:
    Humanbane Gladius +2
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    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:
    Flaming Falcata +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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:
    Wall of Blades
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 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:
    Animate Water
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that 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 12 check to recharge this card instead of discarding 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.

    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.

    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:
    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:
    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:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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.

    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:
    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:
    Ring of the Sea Strider
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
    Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

    Spoiler:
    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.

    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.

    Allies
    Spoiler:
    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.

    Spoiler:
    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.

    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:
    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:
    Corlan
    SS
    Ally 3
    Traits:
    Tengu
    Smuggler
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to give a card to another character at any location.
    Discard this card to explore your location.

    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 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 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 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 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.

    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: 6

    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 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 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 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 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.

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

    Location #2: Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, Ship is anchored here

    Pearl of the Sirines (Displayed):

    Loot
    Type: Item
    Traits: Object Magic
    To Acquire: None None
    Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait. While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait. While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

    Storm (Displayed):

    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.

    Raker Shoals Card 1:
    Kraken Maw
    None
    Villain 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Strength
    Melee
    Constitution
    Fortitude 8
    THEN Combat 30
    Before you act, a random character summons and encounters the henchman Kraken Tentacle.
    If undefeated, your ship is dealt 2d4 Combat damage, then bury your discard pile.

    Location #3: Shipwreck Graveyard
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #4: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Zova/Greenclaw, Flenta/eddiephlash, None

    Tempest Cay Card 1:
    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.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    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.
    Tempest Cay Card 4:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Tempest Cay Card 5:
    Kraken Tentacle
    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 6:
    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.

    Location #5: Gozreh's Flow
    Closed
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Storm (Displayed):

    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.

    Gozreh's Flow Card 1:
    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.


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

    From update, new spell 1 is: Off turn, when zova encountered Coral Capuchin, cast Dimension leap to move to Shipwreck Graveyard. Recharge new spell 2: Animate Water. Display DL with Riffle Scrolls during Recovery.

    Start turn. Hour is BotG.
    Melee 11: 1d10 + 6 ⇒ (1) + 6 = 7
    Ouch: 1d4 ⇒ 3 Discard random card: Speed Battleaxe
    Rando Location: 1d5 ⇒ 3 Shipwreck Graveyard

    Move to Tempest Cay. Explore card 1: Great White Shark. Reveal Thundering Earthbreaker. Fighter Power.
    Combat 16: 1d10 + 6 + 1d12 + 2 + 1d4 + 1 ⇒ (3) + 6 + (12) + 2 + (1) + 1 = 25

    Discard Nethys to examine 2, rearrange, then explore. Card 2: Lookout Duty. Card 3: Old Salt. Encounter the ally. Recharge Anathemic Volume to use rando blessing from discards: The Avalanche. Powers do not apply, it buries.
    Cha 7: 1d6 ⇒ 5 Auto-fail

    Bury Brine's sting to heal (adventure reward).
    Heal: 1d4 ⇒ 4 Dragonbane Greatsword, Alise Grogblud, Blessing of Besmara, Speed Battleaxe

    Lookout duty, card 2 is top of deck. Cards 1 and 3 banished.
    End turn. Bury top of deck: Strength. Reset hand, drawing 5.

    Flenta wrote:

    Hand: Thundering Earthbreaker, Ederleigh Baines, Our Lord in Iron, Magnetic Grimoire, Falcata +1, Sklar-quah Thundercaller, Freezing Sphere,

    Displayed: Bearskin Armor, Jolly Roger, Riffle Scrolls, Coordinated Blast, Cloudburst, Channel the Gift, Dimension Leap,
    Deck: 6 Discard: 1 Buried: 6
    Current Location: Tempest Cay
    Hero Points: 3
    NOTES:
    Available Support: Earthbreaker adds d12 to local lock/obstacle. Our Lord in Iron recharges to bless non-attack combat and rerolls 1s.
    Other: Add 1d4 + 1 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Animate Water, Anathemic Volume, Dragonbane Greatsword, Alise Grogblud, Blessing of Besmara, Speed Battleaxe,
    Discard Pile: Blessing of Nethys,
    Buried Pile: Aiger's Kiss, Safe Harbor, Wall of Fire, The Avalanche, Brine's Sting, Strength,

    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, Arcane Item
    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 used
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    [x] When you play a blessing tp add to a Strength check, you may add d12 instead of the normal die.
    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 the Gods
    Recharge Aspect of the Tiger to add Survival skill to start of turn check.
    Fortitude 11: 1d8 + 1 + 1d8 + 6 ⇒ (6) + 1 + (1) + 6 = 14
    Display Aspect of the Bat
    Explore (examine Lookout Duty and put it under next card and then explore.)

    Seamantle:

    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Wisdom 12: 2d8 + 3 ⇒ (3, 6) + 3 = 12 Acquired!

    Discard (recharge) Hippopotamus to explore again (examine Lookout Duty and put it under next card).

    Kraken Tentacle:

    None
    Henchman 5
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 24
    Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
    If undefeated, move to a random other location and end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BYA Structural Damage: 1d4 ⇒ 3 +1 from location effect.
    Zova discards Righteousness and Seamantle to deal with 2 of the Structural Damage. Pausing to see if anyone else is in a position to deal with the remaining two?


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Flenta discards Freezing Sphere for another Structural. BYA check!

    Melee 11: 1d10 + 6 ⇒ (8) + 6 = 14 Success!


    Female Human Tier 6 Shifter Character Deck

    Continuing on, with STR Damage dealt with by the gang.
    Recharge Moose to add Survival skill to Fortitude check.
    Fortitude 11: 1d8 + 1 + 1d8 + 6 ⇒ (8) + 1 + (8) + 6 = 23

    Reveal and discard Wendifisa Spear. Reveal Coral Capuchin and discard Animated Shield to add 1d10. Add Flenta bonus.
    Combat (Survival) 24: 1d8 + 6 + 1d12 + 1 + 1d12 + 1d10 + 1d4 + 1 ⇒ (8) + 6 + (6) + 1 + (8) + (1) + (4) + 1 = 35 Defeated and drawn into hand.

    Attempt to Close. Ask for blessing from Mother Myrtle
    Intelligence 7: 2d6 ⇒ (1, 3) = 4 Fail to close!
    Spend a hero point to reroll.
    Intelligence 7: 2d6 ⇒ (3, 5) = 8
    Closed. Move to Other location: 1d4 ⇒ 2 Raker Shoals.

    Zova moves to fend off yet another massive tentacle that threatens to completely obliterate the group's octopus vessel. Everyone draws on what magic they can to keep the ship hanging together by the thinnest of threads. This gives Zova the chance to strike back once again at the kraken. Thrusting her spear at the huge beast's tentacle, the young shifter sinks her weapon deep into its flesh, causing it to retreat once again.

    End Turn. Recharge Aspect of the Bat. Reset hand to 10 (revealing a plant).

    Zova wrote:

    Hand: Aspect of the Wolf, Blessing of Kelizandri, Saber-Toothed Tiger, Blessing of Lamashtu, Blessing of Wind and Waves, Giant Raven, Coral Capuchin, Draughtcap Fungus, Blessing of the Green Faith, Kraken Tentacle 2,

    Displayed: Aspect of the Bull,
    Deck: 10 Discard: 6 Buried: 2
    Notes: Use blessings as needed. Reroll used: Y Hero Points: 4
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+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 ([X] 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 ([X] 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.


    Off-turn: Discard Blazing Servant to deal with last point of Structural Damage.

    Hour of Hshurha

    Zova! Can I call upon the Green Faith please? Borrow Zova's BotGreen

    SOT Fortitude DC 11 1d8 + 1 + 1d8 ⇒ (7) + 1 + (1) = 9

    Move to: 1d5 ⇒ 1. Result = 1d4 ⇒ 4 = Bury from discard = doesn't matter.

    Pteranodon to move back. Storm: 1d6 ⇒ 2 = Flenta! Can you batten the hatches?

    Repair Ship: Craft DC 6 1d12 + 6 ⇒ (9) + 6 = 15

    Explore: Kraken Maw

    Well Ma Kraken, it's Mother Myrtle. Time for a battle o' the sea monsters, eh?

    Random Character, from me: 1d3 ⇒ 3

    Look out Zova! Incoming!

    Spoiler:

    Fortitude DC 8 Steel Ibis Lamellar for +1d6, Mirror Image for +2d4, Pearl of the Sirenes 1d8 + 1 + 1d6 + 2d4 + 1d4 ⇒ (3) + 1 + (4) + (1, 3) + (3) = 15

    Combat DC 30 Dragon's Breath + recharge Tinker + Pearl + BotElements 1d12 + 4 + 3d6 + 2d4 + 1d4 + 1d12 ⇒ (3) + 4 + (4, 6, 4) + (1, 4) + (4) + (1) = 31

    BOOM!

    Edit: oops, I spoke too soon. :) Zova and Flenta need to deal with the Kraken Tentacle, because it involves structural damage.


    Well, it seems I wrote too soon twice, since Zova is now actually at my location, *I* need to deal with some tentacles as a BYA before the Maw.

    Fort DC 11 1d8 + 1 + 1d4 ⇒ (5) + 1 + (3) = 9 Pearl

    Damage: 1d4 ⇒ 2 Combat Damage = Reveal Steel Ibis Lamellar to block. Also, discard top card of my deck, Acid Flask.

    Turn proceeds as above.


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

    COMPLETED SCENARIO #5-5E: GET KRAKEN!
    Development
    The kraken put up quite the fight, but you managed to best it, and the sea devils fled in terror. You provided a show of strength on behalf of the fishfolk, and removed the threat to the sea devils, so they shouldn’t cause the Matriarch further trouble anytime soon.
    You return to Yashabaru and tell High Matriarch Urakadussi the tale. Her already large eyes widen as you describe the kraken and your fight with it. “I agree that the kraken was responsible for driving the sea devils into our territory. There have been no attacks since you defeated the beast. You have earned our help. I have assembled several units of soldiers to accompany your ships and fight the oni.”
    As you ferry back to your ship, you look out over your fleet. It has grown into a mighty armada, and beneath it lurks an amphibious army. Whatever Akinaru has waiting for you, you’re prepared to meet it!

    Reward
    For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
    Each player unlocks the ability to play Reta from the Goblins Fight! Character Deck using the Gunslinger Class Deck.

    Adventure Reward
    Each character gains a card feat, a power feat, or a skill feat.

    Acquired Cards (* = Plunder)
    Coral Capuchin (Ally 1)
    Reflecting Buckler (Armor 5)
    Animated Shield (Armor 4)
    Blessing of the Gods (Blessing B)
    Blessing of Besmara (Blessing 1)
    Bottled Lightning (Item 5)
    Tot Flask (Item B)
    Dimension Leap (Spell 3)
    Seamantle (Spell 5)
    Righteousness (Spell 5)
    Wall of Fire (Spell 3)
    Blazing Servant (Spell 4)
    Safe Harbor (Spell 2)
    Animate Water (Spell 3)
    Falcata +1 (Weapon 1)

    Weapon 1
    Spell 3553423
    Armor 54
    Item 50
    Ally 1
    Blessing 01

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

    Please post rolls, decisions, etc in discussion thread


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

    5-P2: HEAVEN’S CALL

    A gentle breeze flows across the upper deck of your ship. No monsters of the deep trouble you now; for once, the rippling shapes rising toward the surface are your allies. It’s a relief to have a short reprieve on your path to the oni-tormented land of Chu Ye, where Akinaru awaits. Your reverie ends when a crow swoops down out of the sky. It drops a neatly folded letter onto the deck before vanishing in a puff of smoke. Warily, you open the letter. Golden words flash on the page, and your ship fades away. You find yourself standing in a serene and orderly garden, wrapped in the smell of flowers and surrounded by the sounds of laughter and music. Before you is a tengu with glowing eyes. “Where are we?” you ask.
    The tengu regards you with amusement before replying, “Physically? Wherever you were just a moment ago. But your mind has traveled with me to a vision of my favorite gardens, near my home in Heaven. I am Zepha, servant of Grandmother Crow. I know your mission is of great importance, so I shall not ask you outright to stray from it. I shall simply inform you that another horrific evil lurks a few days journey away, in the woods of Kaimuko. Some of your fellow Pathfinders joined forces with an honorable band of tengu, the Twenty-Four Masks, to fight against it recently. Yet the evil has many branches, and another is lashing out. If you help fight it, it is almost certain that righteous soldiers will flock to your cause.”
    If what he says is true, you would have much to gain by taking a few extra days to help. But could this be a trick from Akinaru? The combination of Zepha’s mannerisms and the vision’s pure serenity seem beyond what a twisted being like Akinaru could create. You agree to Zepha’s plan, he bids you farewell, and you instantly find yourself back on your ship. That is, assuming you ever left it.
    You meet the tengu at the edge of a thick forest. Their masks feature all manner of powerful beasts and monsters. The leader, whose mask resembles an oni’s face, introduces himself as Tai Dan. “Thank you for heeding Zepha’s call. If you can help us here against the spawn of the Abyss, we will help you face your monster as well.”
    As you venture into the forest, the air is cloying and still. Ahead, a weeping wound in the ground bubbles black ichor, and from it, a horde of monsters rises. Their leader, a mass of burbling flesh, eyes, and lolling green tongues, surges toward you on spidery legs.

    VILLAIN: SHROUDED QUEEN
    HENCHMEN:
    JAKAW RAZORBEAK
    TENTACLE SLAVERS

    PLAYERS LOCATIONS
    1 JUNGLE
    1 TENGU ROOKERY
    1 TORTURE PIT
    2 DINOSAUR CORRAL
    3 EYE OF SERENITY
    4 GREAT STONE BRIDGE
    5 GHOL-GAN RUINS
    6 ROCKY CLIFF

    DURING THIS SCENARIO

  • YOUR SHIP IS THE DEVIL’S REMAINS.
  • The adventure deck number is 5.
  • Your ship is anchored at the Tengu Rookery.
  • At the start of your turn, you may examine the top 2 cards of your
    location deck then return them in any order.
  • The Shrouded Queen’s before you act power can never be ignored.
  • Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
  • If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

    Scenario Reward:
    Choose a type of boon other than loot and draw a boon of that type whose adventure deck number is 5
    from the game box. Adventure Card Guild characters may choose a bonus deck upgrade.
    Each player unlocks the ability to play Ostog from the Barbarian Class Deck using the Monk Class 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 DEVIL'S REMAINS (unless changed).

    Devil's Remains:

    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-P2: HEAVEN’S CALL

  • YOUR SHIP IS THE DEVIL’S REMAINS.
  • The adventure deck number is 5.
  • Your ship is anchored at the Tengu Rookery.
  • At the start of your turn, you may examine the top 2 cards of your
    location deck then return them in any order.
  • The Shrouded Queen’s before you act power can never be ignored.
  • Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
  • If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

    Additional Rules: Plunder - NONE

    Benefits:

    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.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    5-5E For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.

    VILLAIN: SHROUDED QUEEN
    HENCHMEN:
    JAKAW RAZORBEAK
    TENTACLE SLAVERS

    Additional Banes:

    Scenario Level (#): 5

    Turn: 0, MotherMyrtle/Redgar

    Random Cards:

    Monsters
    Spoiler:
    Giant Sea Anemone
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 20
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    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:
    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:
    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.

    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.

    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:
    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:
    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:
    Albatross Soup
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Constitution
    Fortitude 15
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    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.

    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:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Spoiler:
    Flaming Falcata +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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:
    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.

    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:
    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:
    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:
    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.

    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.

    Armors
    Spoiler:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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:
    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:
    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:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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:
    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:
    Ruby of Charisma
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Charisma 7
    Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

    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.

    Spoiler:
    Bottled Lightning
    SS
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that 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:
    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.

    Allies
    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:
    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:
    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:
    Arronax Endymion
    SS
    Ally 5
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Charisma
    Diplomacy 13
    Banish this card to succeed at your check to defeat a henchman.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    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.

    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 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 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 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:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Dinosaur Corral
    At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
    When Closing: Summon and defeat the henchman Rampaging Triceratops.
    When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Eye of Serenity
    At This Location: If you examine 1 or more cards, examine 1 more card.
    When Closing: Summon and defeat the henchman Cyclops Oracle.
    When Permanently Closed: On closing, you may recharge an item from your discard pile.
    At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None


  • Do we want to use the Apparatus of the Octopus?

    MM plans to move to the Eye of Serenity on her turn?

    Hand, including the +2 Drawn.

    I'm setting aside my Elixir of Healing instead of my Ambrosia this time for the Immortal Dreamstone.

    Mother Myrtle wrote:

    Hand: Blessing of the Elements 4, Blessing of the Elements 3, Stained Glass Elemental, Anesthetizing Slime, Elixir of Focus, Tangleburn Bag, Crystalline Carnivore, Mirror Image, Potion of Heroism, Lightning Bolt,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [x] +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 [x] 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) ([x] 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

    Eagle Aerie replaces Strength. Still take my bucket of loot: Brine's Sting, Blessing of Besmara, Ederleigh Baines, Alise Grogblud, Aiger's Kiss, swapping out Vicious Scythe, Blessing of Pharasma, Cleric of Nethys, Hellknight of the Nail, Wounding Spear-Axe. Start at Tengu Rookery with docked ship. Draw starting hand, plus 2.

    Flenta wrote:

    Hand: Riffle Scrolls, Blessing of Nethys, Sklar-quah Thundercaller, Create Mindscape, Speed Battleaxe, Anathemic Volume, Alise Grogblud, Thundering Earthbreaker, Blessing of Besmara,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Tengu Rookery
    Hero Points: 4
    NOTES:
    Other: Add 1d4 + 1 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cloudburst, Channel the Gift, Eagle Aerie, Ederleigh Baines, Aiger's Kiss, Coordinated Blast, Our Lord in Iron, The Avalanche, Magnetic Grimoire, Bearskin Armor, Dragonbane Greatsword, Brine's Sting
    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, Arcane Item
    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 used
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    [x] When you play a blessing tp add to a Strength check, you may add d12 instead of the normal die.
    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.

    Random Roll: 1d6 ⇒ 11d6 ⇒ 1 2 Weapons

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

    YOUR SHIP IS THE DEVIL'S REMAINS (unless changed).

    Devil's Remains:

    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-P2: HEAVEN’S CALL

  • YOUR SHIP IS THE DEVIL’S REMAINS.
  • The adventure deck number is 5.
  • Your ship is anchored at the Tengu Rookery.
  • At the start of your turn, you may examine the top 2 cards of your
    location deck then return them in any order.
  • The Shrouded Queen’s before you act power can never be ignored.
  • Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
  • If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

    Additional Rules: Plunder - Weapon;Weapon

    Benefits:

    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.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    5-5E For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.

    VILLAIN: SHROUDED QUEEN
    HENCHMEN:
    JAKAW RAZORBEAK
    TENTACLE SLAVERS

    Additional Banes:

    Scenario Level (#): 5

    Turn: 1, Flenta/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    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:
    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:
    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.

    Barriers
    Spoiler:
    Social Niceties
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 14
    If defeated, you may bury a card to add a random ally from the box to your hand.
    If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Spoiler:
    Wyvern Blade Trap
    SS
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

    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:
    Sabotage
    SS
    Barrier 5
    Traits:
    Task
    Fire
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    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:
    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.

    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:
    Humanbane Gladius +2
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. 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:
    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:
    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:
    Raise Dead
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 12
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 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:
    Wall of Blades
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 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.

    Armors
    Spoiler:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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:
    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:
    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:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you 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:
    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:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    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:
    Ring of the Sea Strider
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
    Recharge this card to add 6 to any check to defeat a monster 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.

    Allies
    Spoiler:
    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.

    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:
    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:
    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:
    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.

    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 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 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 Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 1 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 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 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.
    Hourglass Card 5 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/Redgar
    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 6 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 6 Flenta/eddiephlash
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 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 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 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.
    Hourglass Card 10 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 10 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 11 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 11 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 12 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 12 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 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 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 15 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 15 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 16 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 16 Zova/Greenclaw
    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 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.
    Hourglass Card 19 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 19 Zova/Greenclaw
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 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 21 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 21 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 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 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 24 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 24 Flenta/eddiephlash
    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.
    Hourglass Card 25 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 25 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 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 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 29 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 29 MotherMyrtle/Redgar
    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.

    Location #1: Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Jungle Card 1:
    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.
    Jungle Card 2:
    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.
    Jungle Card 3:
    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.
    Jungle Card 4:
    Kapre
    SS
    Monster 5
    Traits:
    Plant
    To Defeat:
    Combat 20
    The Kapre is immune to the Mental and Poison traits.
    You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
    Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
    Jungle Card 5:
    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.
    Jungle Card 6:
    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.
    Jungle Card 7:
    Slip
    SS
    Ally 3
    Traits:
    Halfling
    Spy
    To Acquire:
    Intelligence
    Knowledge 7
    OR Charisma
    Diplomacy 9
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
    Jungle Card 8:
    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.
    Jungle Card 9:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Jungle Card 10:
    Tentacle Slaver
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Wisdom 8
    THEN Combat 18
    Before you act, a character at your location summons and encounters a monster from the box.
    If undefeated, draw a card, bury a card, discard a card, then recharge a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, Flenta/eddiephlash, Zova/Greenclaw, Ship is Anchored
    Tengu Rookery 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.
    Tengu Rookery Card 2:
    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.
    Tengu Rookery Card 3:
    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.
    Tengu Rookery Card 4:
    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.
    Tengu Rookery Card 5:
    Tentacle Slaver
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Wisdom 8
    THEN Combat 18
    Before you act, a character at your location summons and encounters a monster from the box.
    If undefeated, draw a card, bury a card, discard a card, then recharge a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tengu Rookery Card 6:
    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.
    Tengu Rookery Card 7:
    Albatross
    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
    Tengu Rookery Card 8:
    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.
    Tengu Rookery Card 9:
    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.
    Tengu Rookery Card 10:
    Nautical Charts
    SS
    Item B
    Traits:
    Book
    To Acquire:
    Wisdom
    Survival 7
    At the end of a turn, recharge this card to move. Movement restrictions still apply.

    Location #3: Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Torture Pit Card 1:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Torture Pit Card 2:
    Albatross
    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
    Torture Pit Card 3:
    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.
    Torture Pit Card 4:
    Port Peril Corsair
    SS
    Monster 2
    Traits:
    Elf
    Pirate
    Veteran
    To Defeat:
    Combat 13
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
    Torture Pit Card 5:
    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.
    Torture Pit Card 6:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
    Torture Pit Card 7:
    Port Peril Corsair
    SS
    Monster 2
    Traits:
    Elf
    Pirate
    Veteran
    To Defeat:
    Combat 13
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
    Torture Pit Card 8:
    Shrouded Queen
    SS
    Villain 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 18
    THEN Combat 18
    The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
    If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
    Torture Pit Card 9:
    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.
    Torture Pit Card 10:
    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.

    Location #4: Dinosaur Corral
    At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
    When Closing: Summon and defeat the henchman Rampaging Triceratops.
    When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Dinosaur Corral Card 1:
    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.
    Dinosaur Corral Card 2:
    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.
    Dinosaur Corral Card 3:
    Jakaw Razorbeak
    SS
    Henchman 5
    Type: Monster
    Traits:
    Tengu
    Ranger
    Pirate
    To Defeat:
    Combat 20
    Damage dealt by Jakaw is also dealt to 1 other character to your location.
    Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
    If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Dinosaur Corral Card 4:
    Sabotage
    SS
    Barrier 5
    Traits:
    Task
    Fire
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Dinosaur Corral Card 5:
    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.
    Dinosaur Corral Card 6:
    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.
    Dinosaur Corral Card 7:
    Giant Sea Anemone
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 20
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
    Dinosaur Corral Card 8:
    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 deals 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.
    Dinosaur Corral Card 9:
    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.
    Dinosaur Corral Card 10:
    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.

    Location #5: Eye of Serenity
    At This Location: If you examine 1 or more cards, examine 1 more card.
    When Closing: Summon and defeat the henchman Cyclops Oracle.
    When Permanently Closed: On closing, you may recharge an item from your discard pile.
    At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Eye of Serenity Card 1:
    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.
    Eye of Serenity Card 2:
    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.
    Eye of Serenity Card 3:
    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.
    Eye of Serenity Card 4:
    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_
    Eye of Serenity Card 5:
    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.
    Eye of Serenity Card 6:
    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.
    Eye of Serenity Card 7:
    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.
    Eye of Serenity Card 8:
    Tentacle Slaver
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Wisdom 8
    THEN Combat 18
    Before you act, a character at your location summons and encounters a monster from the box.
    If undefeated, draw a card, bury a card, discard a card, then recharge a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Eye of Serenity Card 9:
    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.
    Eye of Serenity Card 10:
    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.


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

    Start turn. Hour is Milani. Examine top 2: Sandbar and Shackles Pirate. Display Riffle Scrolls.

    Move to Jungle. Display Create Mindscape. Recharge new spell: Explore card 1: Darkforest Anemone. Display Sklar-quah Thundercaller. Reveal battleaxe. Fighter Power.
    Combat 16: 1d10 + 6 + 1d6 + 1d8 + 3 + 1d4 + 1 ⇒ (1) + 6 + (4) + (7) + 3 + (4) + 1 = 26 Defeated

    Discard Nethys to examine 2: Helpful Haversack and Blessing of the Gods. Put blessing on top, encounter it, and auto acquire it.

    Recharge Anathemic Volume to use random discarded blessing: Nethys to examine 2: Helpful Haversack and Kapre. Encounter the monster. Discard Besmara for WYE. Create Mindscape.
    Cha 12: 2d6 + 1d4 ⇒ (4, 2) + (1) = 7 Ah well, not evaded.
    Discard BotG to copy hour and double bless Wis BYA check. CM.
    Wis 12: 3d6 + 1d4 ⇒ (1, 4, 1) + (4) = 10 Hmph. 2 Weapons in hand. Discard 2 cards: Alise Grogblud and Thundering Earthbreaker
    Combat (finally). Reveal Battleaxe. Sklar. Fighter.
    Combat 20: 1d10 + 6 + 1d8 + 3 + 1d6 + 1d4 + 1 ⇒ (3) + 6 + (6) + 3 + (5) + (2) + 1 = 26 Defeated

    End turn. Recharge Sklar. Reset hand, drawing 6.

    Flenta wrote:

    Hand: Speed Battleaxe, Our Lord in Iron, The Avalanche, Ederleigh Baines, Brine's Sting, Aiger's Kiss, Cloudburst,

    Displayed: Create Mindscape, (at Jungle), Riffle Scrolls,
    Deck: 8 Discard: 4 Buried: 1
    Current Location: Jungle
    Hero Points: 4
    NOTES:
    Available Support: Our Lord in Iron recharges to bless non-attack combat and rerolls 1s.
    Other: Add 1d4 + 1 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magnetic Grimoire, Dragonbane Greatsword, Coordinated Blast, Bearskin Armor, Channel the Gift, Eagle Aerie
    Recharged: Protect, Anathemic Volume, Sklar-quah Thundercaller,
    Discard Pile: Blessing of Besmara, Blessing of the Gods, Alise Grogblud, Thundering Earthbreaker,
    Buried Pile: Blessing of Nethys,

    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, Arcane Item
    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 used
    Add 1d4 ([x] +1) to a local combat check by a character at your location.
    [x] When you play a blessing tp add to a Strength check, you may add d12 instead of the normal die.
    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 DEVIL'S REMAINS (unless changed).

    Devil's Remains:

    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-P2: HEAVEN’S CALL

  • YOUR SHIP IS THE DEVIL’S REMAINS.
  • The adventure deck number is 5.
  • Your ship is anchored at the Tengu Rookery.
  • At the start of your turn, you may examine the top 2 cards of your
    location deck then return them in any order.
  • The Shrouded Queen’s before you act power can never be ignored.
  • Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
  • If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

    Additional Rules: Plunder - Weapon;Weapon

    Benefits:

    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.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    5-5E For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.

    VILLAIN: SHROUDED QUEEN
    HENCHMEN:
    JAKAW RAZORBEAK
    TENTACLE SLAVERS

    Additional Banes:

    Scenario Level (#): 5

    Turn: 2, Zova/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Sea Troll
    SS
    Monster 5
    Traits:
    Troll
    Aquatic
    To Defeat:
    Combat 20
    If the check to defeat has the Fire trait, add 1d8 to it.
    If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.

    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:
    Canopy Creeper
    SS
    Monster 2
    Traits:
    Plant
    To Defeat:
    Combat 12
    The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
    If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
    Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

    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:
    Insanity Daemon
    SS
    Monster 5
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.

    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    Trident +2
    SS
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 10
    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 1d8.

    Spoiler:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

    Spells
    Spoiler:
    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.

    Spoiler:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 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:
    Skeleton Crew
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Discard this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
    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 9 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:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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:
    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:
    Goblin Lockpick
    SS
    Item P
    Traits:
    Tool
    Alchemical
    To Acquire:
    Dexterity
    Disable
    Craft 6
    Reveal this card to add 1 die to your Disable check.
    Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
    "Found a prize that's locked up tight?
    Goblin lockpick makes it right!
    Found a door that's vexing you?
    Goblin lockpick lets you through!" - Mogmurch Goblin alchemist


    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:
    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 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 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:
    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:
    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.

    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


    Spoiler:
    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.

    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 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 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 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 Pharasma:
    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.

    Hours Remaining: 28

    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 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.
    Hourglass Card 4 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/Redgar
    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 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 5 Flenta/eddiephlash
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 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 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.
    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 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 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 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.
    Hourglass Card 15 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 15 Zova/Greenclaw
    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 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.
    Hourglass Card 18 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 18 Zova/Greenclaw
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 19 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 20 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 20 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 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 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 23 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 23 Flenta/eddiephlash
    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.
    Hourglass Card 24 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 24 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 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 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 28 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 28 MotherMyrtle/Redgar
    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.

    Location #1: Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Flenta/eddiephlash, None

    Jungle Card 1 (Helpful Haversack):
    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.
    Jungle Card 2:
    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.
    Jungle Card 3:
    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.
    Jungle Card 4:
    Slip
    SS
    Ally 3
    Traits:
    Halfling
    Spy
    To Acquire:
    Intelligence
    Knowledge 7
    OR Charisma
    Diplomacy 9
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
    Jungle Card 5:
    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.
    Jungle Card 6:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Jungle Card 7:
    Tentacle Slaver
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Wisdom 8
    THEN Combat 18
    Before you act, a character at your location summons and encounters a monster from the box.
    If undefeated, draw a card, bury a card, discard a card, then recharge a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, Zova/Greenclaw, Ship is Anchored
    Tengu Rookery Card 1 (Sandbar):
    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.
    Tengu Rookery Card 2 (Shackles Pirate):
    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.
    Tengu Rookery Card 3:
    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.
    Tengu Rookery Card 4:
    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.
    Tengu Rookery Card 5:
    Tentacle Slaver
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Wisdom 8
    THEN Combat 18
    Before you act, a character at your location summons and encounters a monster from the box.
    If undefeated, draw a card, bury a card, discard a card, then recharge a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tengu Rookery Card 6:
    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.
    Tengu Rookery Card 7:
    Albatross
    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
    Tengu Rookery Card 8:
    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.
    Tengu Rookery Card 9:
    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.
    Tengu Rookery Card 10:
    Nautical Charts
    SS
    Item B
    Traits:
    Book
    To Acquire:
    Wisdom
    Survival 7
    At the end of a turn, recharge this card to move. Movement restrictions still apply.

    Location #3: Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Torture Pit Card 1:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Torture Pit Card 2:
    Albatross
    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
    Torture Pit Card 3:
    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.
    Torture Pit Card 4:
    Port Peril Corsair
    SS
    Monster 2
    Traits:
    Elf
    Pirate
    Veteran
    To Defeat:
    Combat 13
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
    Torture Pit Card 5:
    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.
    Torture Pit Card 6:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
    Torture Pit Card 7:
    Port Peril Corsair
    SS
    Monster 2
    Traits:
    Elf
    Pirate
    Veteran
    To Defeat:
    Combat 13
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
    Torture Pit Card 8:
    Shrouded Queen
    SS
    Villain 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 18
    THEN Combat 18
    The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
    If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
    Torture Pit Card 9:
    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.
    Torture Pit Card 10:
    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.

    Location #4: Dinosaur Corral
    At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
    When Closing: Summon and defeat the henchman Rampaging Triceratops.
    When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Dinosaur Corral Card 1:
    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.
    Dinosaur Corral Card 2:
    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.
    Dinosaur Corral Card 3:
    Jakaw Razorbeak
    SS
    Henchman 5
    Type: Monster
    Traits:
    Tengu
    Ranger
    Pirate
    To Defeat:
    Combat 20
    Damage dealt by Jakaw is also dealt to 1 other character to your location.
    Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
    If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Dinosaur Corral Card 4:
    Sabotage
    SS
    Barrier 5
    Traits:
    Task
    Fire
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Dinosaur Corral Card 5:
    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.
    Dinosaur Corral Card 6:
    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.
    Dinosaur Corral Card 7:
    Giant Sea Anemone
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 20
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
    Dinosaur Corral Card 8:
    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 deals 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.
    Dinosaur Corral Card 9:
    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.
    Dinosaur Corral Card 10:
    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.

    Location #5: Eye of Serenity
    At This Location: If you examine 1 or more cards, examine 1 more card.
    When Closing: Summon and defeat the henchman Cyclops Oracle.
    When Permanently Closed: On closing, you may recharge an item from your discard pile.
    At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Eye of Serenity Card 1:
    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.
    Eye of Serenity Card 2:
    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.
    Eye of Serenity Card 3:
    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.
    Eye of Serenity Card 4:
    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_
    Eye of Serenity Card 5:
    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.
    Eye of Serenity Card 6:
    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.
    Eye of Serenity Card 7:
    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.
    Eye of Serenity Card 8:
    Tentacle Slaver
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Wisdom 8
    THEN Combat 18
    Before you act, a character at your location summons and encounters a monster from the box.
    If undefeated, draw a card, bury a card, discard a card, then recharge a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Eye of Serenity Card 9:
    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.
    Eye of Serenity Card 10:
    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.


  • Female Human Tier 6 Shifter Character Deck

    Starting Hand 9+2.

    Zova wrote:

    Hand: Hippopotamus, Aspect of the Bat, Aspect of the Wolf, Blessing of Kelizandri, Blessing of Lamashtu, Moose, Vampire Squid, Blessing of Wind and Waves, Saber-Toothed Tiger, Bearskin Armor, Blessing of Ketephys,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Use blessings as needed. Reroll used: N Hero Points: 5
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+2 [X]+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 ([X] 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 ([X] 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.


    Female Human Tier 6 Shifter Character Deck

    It is the hour of Pharasma.
    Move to Torture Pit.
    Display Aspect of the Bat. Explore (examine top card: Sea Hag. Put it under the next card.

    Albatross:

    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

    Reveal Bearskin Armor.
    Survival 11: 1d8 + 6 + 2 ⇒ (2) + 6 + 2 = 10
    Shirt reroll the 2.
    Survival 11: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11 Acquired!

    Expecting the worst, Zova calls out to the nearby animals for help, drawing the attention of a large sea-bird that circles above.

    Discard (recharge) Saber-Toothed Tiger to explore again (examine Sea Hag and encounter the next card instead).

    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.

    Reveal Bearskin Armor.
    Survival 11: 1d8 + 6 + 2 ⇒ (8) + 6 + 2 = 16 Acquired!

    More birds soon arrive to assist in response to Zova's powerful bird-like screech for aid, including a large, leathery reptile-like creature.

    Discard (recharge) Hippopotamus to explore again (putting Sea Hag under the next card).

    Port Peril Corsair:

    SS
    Monster 2
    Traits:
    Elf
    Pirate
    Veteran
    To Defeat:
    Combat 13
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

    BYA Damage: 1d4 - 1 ⇒ (1) - 1 = 0
    Recharge Aspect of the Wolf to add Survival skill +8 to combat check.
    Combat (Strength) 13: 1d6 + 3 + 1d8 + 6 + 8 + 1d10 ⇒ (3) + 3 + (1) + 6 + 8 + (1) = 22 Defeated and draw into hand.

    Zova is glad to have the birds circling nearby but doesn't need their assistance to deal with a troublesome pirate. Able to dodge his attack, the shifter finishes the man off with a powerful kick of her hippo-like foot and a slash of her wolf-like talons.

    Discard Blessing of Lamashtu to explore again (putting Sea Hag under next card.)

    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.

    Recharge Port Peril Corsair to add Survival skill. Reveal Bearskin Armor.
    Fortitude 7: 1d8 + 1 + 2 + 1d8 + 6 ⇒ (4) + 1 + 2 + (3) + 6 = 16 Acquired!

    Discard (recharge) Moose to explore again (putting Sea Hag under next card).

    Blasting Pistol +2:

    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Recharge Pteranodon to add Survival skill to Dexterity check.
    Dexterity 13: 1d8 + 1d8 + 6 ⇒ (7) + (1) + 6 = 14 Acquired!

    Zova spend a few moments looting the pirate for any items of worth, claiming a shield and pistol. Not really intending to use them, she expects they might fetch some coin.

    Discard Blessing of Wind and Waves to explore again (putting Sea Hag under the next card).

    Port Peril Corsair:

    SS
    Monster 2
    Traits:
    Elf
    Pirate
    Veteran
    To Defeat:
    Combat 13
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

    BYA Damage: 1d4 - 1 ⇒ (2) - 1 = 1
    Reveal Animated Shield to reduce the damage to 0.
    Recharge Albatross to add Survival skill +10 to the check.
    Combat (Strength) 13: 1d6 + 3 + 1d8 + 6 + 10 ⇒ (6) + 3 + (3) + 6 + 10 = 28 Defeated and draw into hand.
    Reveal Vampire Squid to shuffle random card from discard pile back into deck: Blessing of Wind and Waves. Recharge the squid!

    Another pirate, likely the friend of the first, comes rushing to avenge her fallen comrade. She falls to the same first as her pal, another victim of Zova's savage animalistic attacks.

    End Turn. Recharge Port Peril Corsair to add Survival +2 to Fortitude check.
    Fortitude 10: 1d8 + 1 + 1d8 + 6 + 2 ⇒ (3) + 1 + (4) + 6 + 2 = 16
    Discard Blasting Pistol +2. Recharge Aspect of the Bat. Recharge Animated Shield. Reset Hand to 9.

    Zova wrote:

    Hand: Giant Raven, Hippopotamus, Reed Moccasin, Blessing of Kelizandri, Aspect of the Tiger, Aspect of the Wolf, Wendifisa Spear, Bearskin Armor, Blessing of Ketephys,

    Displayed:
    Deck: 16 Discard: 2 Buried: 0
    Notes: Use blessings as needed. Reroll used: Y Hero Points: 5
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+2 [X]+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 ([X] 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 ([X] 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

    Sandbar

    Wait, everyone! We haven't gone through a safety briefing...

    *Everyone moved back*

    Alright. Rule number one of Pirate Safety is drinking on the job. Mandatory, as water will go bad, but only weak beer unless it's after combat... Display Potion of Heroism Recharge BotE 4 for power vs. Acquatic

    Wisdom DC 11 1d12 + 4 + 1d6 + 2d4 ⇒ (1) + 4 + (2) + (3, 4) = 14

    Rule number two of Pirate Safety: when the lookout tell ye thar be sails on the horizon, prepare for combat not a shopping trip!

    Crystalline Carnivore to explore...

    Port Peril Corsair Tangleburn Bag + CC + Flenta + Potion of Heroism

    Combat 9 + 5 = DC 14 1d12 + 6 + 2d8 + 1d12 + 1d4 + 1d6 ⇒ (4) + 6 + (6, 1) + (7) + (1) + (1) = 26

    Rule number four of Pirate Safety: when in doubt, send the expendable crewmember first! Anesthetizing Slime to explore

    Astrolabe Potion of Heroism

    Survival DC 7 1d12 + 6 + 1d6 ⇒ (1) + 6 + (6) = 13

    Rule number three of Pirate Safety: always keep yer navigation instruments close... ye never know when a scurvy sea bard will try to nick 'em!

    Blessing of the Elements 3 to explore

    Spellsword +2 Recharge Mirror Image

    Divine DC 11 1d12 + 4 + 1d6 + 1d4 ⇒ (4) + 4 + (3) + (4) = 15

    Rule number thirteen of Pirate Safety: always carry a cutlass. Ye never know when a scallywag needs shankin'!

    Examine: Top card of Dinosaur Corral = Siren Caller

    Recovery: Potion of Heroism Craft DC 9 1d12 + 6 ⇒ (10) + 6 = 16
    Crystalline Carnivore Knowledge DC 11 1d8 + 3 ⇒ (6) + 3 = 9
    Tangleburn Bag Craft DC 12, recharging Spellsword 1d12 + 6 + 1d4 ⇒ (5) + 6 + (3) = 14
    Anesthetizing Slime Knowledge DC 7 1d17 + 3 ⇒ (16) + 3 = 19

    Redraw:Death's Touch, Blessing of the Elements 2, Bottled Lightning, Blessing of the Elements 1,

    End of Turn Summary:
    **Everyone moved back to Tengu Rookery**
    Cards 1-4 dealt with
    Item 1 Acquired (Astrolabe)
    Weapon 4 Acquired (Spellsword)
    Top card of Dino Corral examined = Siren Caller

    Mother Myrtle wrote:

    Hand: Stained Glass Elemental, Elixir of Focus, Lightning Bolt, Astrolabe*, Death's Touch, Blessing of the Elements 2, Bottled Lightning, Blessing of the Elements 1,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
    Sideboard cards:
    Reroll: Not Used

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d8 [x] +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 [x] 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) ([x] 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.

    Zova's Port Peril Corsair to defeat needs help...Flenta's blessing doesn't give a reroll after the check...Zova needs to spend a hero point for reroll;doing that we will consider combat successful.

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

    YOUR SHIP IS THE DEVIL'S REMAINS (unless changed).

    Devil's Remains:

    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-P2: HEAVEN’S CALL

  • YOUR SHIP IS THE DEVIL’S REMAINS.
  • The adventure deck number is 5.
  • Your ship is anchored at the Tengu Rookery.
  • At the start of your turn, you may examine the top 2 cards of your
    location deck then return them in any order.
  • The Shrouded Queen’s before you act power can never be ignored.
  • Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
  • If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

    Additional Rules: Plunder - Weapon;Weapon

    Benefits:

    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.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    5-5E For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.

    VILLAIN: SHROUDED QUEEN
    HENCHMEN:
    JAKAW RAZORBEAK
    TENTACLE SLAVERS

    Additional Banes:

    Scenario Level (#): 5

    Turn: 4, Flenta/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.

    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:
    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:
    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:
    Coral Golem
    SS
    Monster 4
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

    Barriers
    Spoiler:
    Social Niceties
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 14
    If defeated, you may bury a card to add a random ally from the box to your hand.
    If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    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:
    Albatross Soup
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Constitution
    Fortitude 15
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    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:
    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:
    Blasting Pistol +2
    SS
    Weapon 5
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your 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.

    Spoiler:
    Humanbane Gladius +2
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    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.

    Spoiler:
    Seaborne Trident +1
    SS
    Weapon 3
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee
    Survival 11
    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.
    Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

    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:
    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:
    Wall of Blades
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    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.

    Spoiler:
    Holy Feast
    SS
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 13
    Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

    Armors
    Spoiler:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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:
    Breastplate of the Deep
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 11
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    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:
    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:
    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:
    Tot Flask
    SS
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    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.

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

    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:
    Anchor
    SS
    Item B
    Traits:
    Tool
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Allies
    Spoiler:
    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.

    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:
    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:
    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.

    Spoiler:
    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.

    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 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 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:

    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: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 1 Zova/Greenclaw
    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.
    Hourglass Card 2 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/Redgar
    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 3 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 3 Flenta/eddiephlash
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 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 6 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 6 Flenta/eddiephlash
    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.
    Hourglass Card 7 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 7 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 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 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 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 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 14 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 14 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 15 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 15 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 16 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 16 Zova/Greenclaw
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your 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 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 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 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 21 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 21 Flenta/eddiephlash
    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.
    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 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 25 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 25 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 26 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 26 MotherMyrtle/Redgar
    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.

    Location #1: Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Jungle Card 1 (Helpful Haversack):
    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.
    Jungle Card 2:
    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.
    Jungle Card 3:
    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.
    Jungle Card 4:
    Slip
    SS
    Ally 3
    Traits:
    Halfling
    Spy
    To Acquire:
    Intelligence
    Knowledge 7
    OR Charisma
    Diplomacy 9
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
    Jungle Card 5:
    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.