[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.


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Plunder roll for Zova's ship
Plunder Roll: 1d6 ⇒ 5 Ally

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

For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Roaring Dragon:

Ship 4
Class 4
Check To Defeat:
Dexterity/Melee 7
OR
Wisdom /Survival 9
When Encountered: Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding: Add 1d4 to your checks against allies that have the Pirate trait.
When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.
Check To Repair: Craft 7

When Commanding (Wrecked): At the start of your turn, discard an ally.

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: 5-6A: BATTLE OF THE SAPPHIRE STRAIT

Your ship is the Roaring Dragon. If the Roaring Dragon is wrecked, remove it from the game; your ship is now the Raft.
At the start of your turn, you may summon and encounter the henchman Enemy Ship; if you do not defeat an Enemy Ship, your ship is dealt 1d4-1 structural damage and you are dealt 1d4-2 Fire damage.

Additional Rules: Plunder -
Weapon xx
Spell xxxx
Armor xx
Item xxxx
Ally xxxxx

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:
FIRE YAI ONI
HENCHMEN:
ONI MARINERS

Additional Banes:

Enemy Ship:

Henchman
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 16, MotherMyrtle/Redgar

Random Cards:

Monsters
Spoiler:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

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

Spoiler:
Bakekujira
SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.

Spoiler:
Pirate Bomber
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.

Spoiler:
Lusca
SS
Monster 6
Traits:
Animal
Aquatic
To Defeat:
Combat 20
THEN Combat 20
THEN Combat 20
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his 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:
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.

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

Weapons
Spoiler:
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:
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:
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:
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:
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.

Spells
Spoiler:
Recast
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and choose a character to play a spell from his discard pile.
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:
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:
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:
Tsunami
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 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.

Armors
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:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re 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:
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.

Items
Spoiler:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

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

Spoiler:
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:
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:
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:
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:
Baby Triceratops
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

Blessings
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 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 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 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.

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 Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Zova/Greenclaw:
Spoiler:
Hourglass Card 2 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 3 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 3 MotherMyrtle/Redgar
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Flenta/eddiephlash:
Spoiler:
Hourglass Card 4 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 5 Zova/Greenclaw:
Spoiler:
Hourglass Card 5 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 6 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 6 MotherMyrtle/Redgar
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Flenta/eddiephlash:
Spoiler:
Hourglass Card 7 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 8 Zova/Greenclaw:
Spoiler:
Hourglass Card 8 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 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 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 11 Zova/Greenclaw:
Spoiler:
Hourglass Card 11 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 12 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 12 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #2: Fog Bank
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #3: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: MotherMyrtle/Redgar,

Location #4: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Permanently Closed: .
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Zova/Greenclaw, None

Fringes of the Eye Card 1:
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.
Fringes of the Eye Card 2:
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.
Fringes of the Eye Card 3:
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Fringes of the Eye Card 4:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #5: 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: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Raker Shoals Card 1:
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 2:
Fire Yai Oni
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Fire
To Defeat:
Combat 33
The Fire Yai Oni is immune to the Fire trait.
When encountered, your ship is wrecked.
Before you act, all characters at your location are dealt 1d4 Fire damage.
If the check to defeat does not have the Acid or Cold trait, bury the top or bottom card of your deck.
Raker Shoals Card 3:
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.
Raker Shoals Card 4:
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.

Location #6: Dagon's Jaws
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta/eddiephlash,

Location #7: Dagon's Jaws
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #8: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 7 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Cards Not In the Box Card 1 (Speed):
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Cards Not In the Box Card 2 (Instant Armor):
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.
Cards Not In the Box Card 3 (Resist Energy):
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.
Cards Not In the Box Card 4 (Blazing Servant):
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.
Cards Not In the Box Card 5 (Vomit Twin):
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.
Cards Not In the Box Card 6 (Control Weather):
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.
Cards Not In the Box Card 7:
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.


Off-Turn

Mother Myrtle decides to take an unusually friendly approach to dealing with this second Bucaneer.

Listen, sonny, yer mate shook me down for all my soup. I ain't got nuthin' left ta gives ya. If you've got a problem, take it up wiv him.

Combat 9 + 6 = DC 15 1d4 ⇒ 4

The ruffian decides that there's no point wasting time further beating up an old lady, and wanders off in search of grog.

Hour of Norgorbor

1d24 ⇒ 20 = Wavecrest

Wavecrest

Survival 10+2 = DC 12 1d12 + 6 ⇒ (8) + 6 = 14 = Siezed.

Mother Myrtle waits until the crew of buccaneers has staggered off the ship before sneaking up and cutting its anchor ropes.

Plunder = 1d6 ⇒ 3 = Armour

As the harbour authorities scramble to deal with the suddenly adrift navigational hazard, Mother Myrtle makes her way towards her real target...

1d24 ⇒ 9 = Goblin Weilding

Goblin Weilding

BYA = Summon Riptide Grindylow

Riptide Grindylow

Combat DC 11 1d4 ⇒ 1

A Riptide Grindylow accosts Mother Myrtle, as expected. She holds her breath as she is hauled into the water...

Fort DC 8 1d8 + 2 ⇒ (8) + 2 = 10

...and, after a couple of minutes, is then hauled up onto the deck of the hidden Goblin scow.

As the crew crowds around to examine their strange prize, Mother Myrtle opens her eyes. Boo!

Survival 4 + 2 = DC 6 1d12 + 6 ⇒ (6) + 6 = 12

Hah, that'll teach the little buggers to mug little old ladies.

Siezed, plunder = 1d6 ⇒ 4 = Item

Now then, Steve, you didn't think I'd leave you captive, did you?

On closing power: recharge Stained Glass Elemental

Redraw: entire hand

End of Turn Summary

Wavecrest Seized
Goblinn Wielding Seized
Plunder added: Armour, Item.
Widowmaker Isle closed

Mother Myrtle wrote:

Hand: Blessing of the Elements 4, Disintegrate, Death's Touch, Potion of Heroism, Crystalline Carnivore, Blessing of Zogmagot*, Blessing of Geryon*, Major Cure,

Displayed:
Deck: 5 Discard: 8 Buried: 4
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards:
Reroll: 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

Start turn. hour is Milani. Looks like only 1 location left!
Enemy Ship: 1d24 ⇒ 7: Wormwood
Cast Blazing Servent, recharging Vomit Twin. Recharge new spell: Resist Energy.

Survival 7+ # = 13: 1d4 + 1d8 ⇒ (3) + (6) = 9 Discard Bearskin to add my str die
Survival 13: 9 + 1d10 ⇒ 9 + (9) = 18 Defeated! Seiged!
Plunder: 1d6 ⇒ 4

Move to Raker Shoals. Explore card 1: BotG. Acquired!

End turn. Reset hand, drawing 3.

Flenta wrote:

Hand: Anathemic Volume, Ice Chemist, Speed Battleaxe, Blessing of Nethys, BotG, Control Weather, Blessing of Besmara,

Displayed: Eagle Aerie, Riffle Scrolls,
Deck: 5 Discard: 9 Buried: 3
Current Location: Raker Shoals
Hero Points: 3
NOTES:
Available Support: Control Weather adds 2d8 to any check on a ship. Volume recharges to use one of my discarded blessings. Ice chemist adds d4 to a local cold check. Eagle adds d8 to a local combat.
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: Control Weather, Blessing of Besmara, Sklar-quah Thundercaller, Vomit Twin, Resist Energy,
Discard Pile: Dragonbane Greatsword, The Avalanche, Blessing of Erastil, Magnetic Grimoire, Instant Armor, Alise Grogblud, Fire Barrage, Thundering Earthbreaker, Bearskin Armor,
Buried Pile: Aiger's Kiss, Our Lord in Iron, Brine's Sting,

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 the Gods.
Random Ship: 1d24 ⇒ 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


Auto defeat with Survival +6
Move to Raker Shoals.
Explore.
Fire Yai Oni:

None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Fire
To Defeat:
Combat 33
The Fire Yai Oni is immune to the Fire trait.
When encountered, your ship is wrecked.
Before you act, all characters at your location are dealt 1d4 Fire damage.
If the check to defeat does not have the Acid or Cold trait, bury the top or bottom card of your deck.

Ship is wrecked.
Zova and Flenta are dealt 1d4 Fire damage.
Fire damage: 1d4 ⇒ 2
Bury Bearskin Armor to reduce damage to 0.
Recharge Lorelei to add Survival +12. Discard Blessing of Ketephys to add 2 die. Add Flenta bonus.
Combat (Strength) 33: 4d6 + 3 + 1d8 + 6 + 12 + 1d4 + 1 ⇒ (5, 1, 1, 1) + 3 + (3) + 6 + 12 + (3) + 1 = 36 Defeated!

Zova steers the Roaring Dragon through the remains of the enemy armada. Finally she finds herself face to face with the boss Oni. The red-skinned, three-eyed giant roars in rage as she approaches and then sends a bolt of fire towards her and Flenta from its third eye.

Stung by the blast but not daunted, the young shifter charges forward like an enraged bull straight at the huge creature. Backed up by brave Flenta, Zova leaps up onto its chest and plants a fist into each eye and brings her head down to smash into the oni's lethal third eye.

With a roar from the oni, a primal scream from Zova and a thud as the defeated giant slams onto the ground, the battle is over.

End Turn. End Game?


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COMPLETED SCENARIO 5-6A: BATTLE OF THE SAPPHIRE STRAIT
Development
After a naval battle fiercer than any you have experienced, the incredible fire yai is slain and Chu Ye’s forces are broken.
You lost a fair number of your ships. Unfortunately, that includes the Roaring Dragon, which the oni spitefully incinerated when it was clear she had lost.
But Chu Ye’s blockade fared far worse, and the ships you captured easily make up for the losses. You question some of your captives and the slaves kept at the shoreside facilities. Through them, you hope to find out more about the situation in Chu Ye and if anyone has heard of a new oni named Akinaru.

Reward
Each character seizes a random ship and each character stashes a plunder card.
Adventure Card Guild characters may choose a bonus deck upgrade.
Plunder Rolls: 1d6 ⇒ 21d6 ⇒ 21d6 ⇒ 2 3 Spells

Acquired Cards (* = Plunder)
Besmaran Priest (Ally B)
Arronax Endymion (Ally 5)
Pteranodon (Ally 4)
Audessa Reyquio (Ally 4)*
Old Salt (Ally B)*
Lady Cerise Bloodmourn (Ally 4)*
Heartbreak Hinsin (Ally B)*
Ederleigh Baines (Ally 4)*
Animated Shield (Armor 4)*
Goblin Buckler Gun (Armor P)*
Fortified Breastplate (Armor 5)*
Blessing of Cayden Cailean (Blessing B)
Blessing of Geryon (Blessing 6)
Blessing of the Gods (Blessing B)
Blessing of Zogmugot (Blessing P)
Blessing of the Gods (Blessing B)
Blessing of Erastil (Blessing B)
Blessing of the Gods (Blessing B)
Staff of Weather (Item 6)*
Goblin Lockpick (Item P)*
Bottled Lightning (Item 5)*
Potion of Healing (Item B)*
Fuse Grenade (Item 6)*
Onyx of Constitution (Item B)*
Telekinesis (Spell 4)
Raise Dead (Spell 5)*
Find Traps (Spell B)*
Righteousness (Spell 5)*
Seamantle (Spell 5)*
World Wave (Spell 6)*
Raise Dead (Spell 5)*
Shapechange (Spell 6)*
Venomous Pike +2 (Weapon 6)
Flaming Longbow +2 (Weapon 5)
Goblin Pegleg (Weapon P)
Flaming Musket +2 (Weapon 6)
Enervating Pistol +3 (Weapon 6)*
Keen Rapier +3 (Weapon 5)*

Weapon 665506
Spell 50455656
Armor 405
Item 605060
Ally 40040544
Blessing 0600000

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

Please post rolls, decisions, etc in discussion thread


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5-6B: WITHERING HEIST

After your shockingly successful naval battle, the intelligence you’ve recovered is equally unexpected. The good news is several sources confirmed Akinaru’s location: Chu Ye’s Shogun Tsuneni was so impressed with Akinaru that he named your nemesis a daimyo of a northwestern province, granting him the ancient castle of Ushiojou. Ushiojou is nowhere near the capital of Jyito, so you won’t have to fight through the capital to reach Akinaru.
But reaching Ushiojou won’t be easy. The bulk of Chu Ye’s navy is probably on their way, and you’d have to somehow pass them all to reach Ushiojou by sea, all without your trusty Roaring Dragon. But based on what you’ve heard of the land here, you form a plan. You leave your most trusted lieutenants behind to visibly withdraw as soon as the navy arrives, and you head inland.
A few days later, you take out your spyglass again. This time you spot it: the Withering Manse. Built atop one of Chu Ye’s tallest mountains, the manse is home to Kurida, an eccentric wind yai oni bard in possession of something that could help you reach your goal: an honest to goodness flying skiff ! While diving in an underwater crab was spectacular, you can’t wait to feel the wind in your face as you sail the skies.
And so, it’s time for a heist. The plan is relatively simple: Your most charismatic officer will pay a visit to Kurida disguised as a musician, then scout out the skiff ’s location. Meanwhile, the rest of you will launch an invisible strike, allowing one of your number to escape with the skiff as the rest guard the retreat.
As you get closer, you see flying shapes through your spyglass. Kurida has gathered a court of all sorts of aerial and airy creatures to play her music, from sirens to harpies, from air wysps to even a forlorn-looking djinn. Sharp-eyed fiendish soldiers watch from the shadows, watching for intruders and ensuring that none of the musicians try to flee.
This could get ugly.

DURING THIS SCENARIO
At the end of your move step, succeed at a Wisdom 9 check or
move to a random open location and recharge a random card.

PLAYERS LOCATIONS
1 RUINED AMPHITHEATER
1 THEATER OF CORRUPTION
1 WINDWARD ISLE
2 SHRINE TO NORGORBER
3 LUCREHOLD
4 EYE OF SERENITY
5 HALL OF CHAMPIONS
6 GREAT STONE BRIDGE

VILLAIN:
KURIDA
HENCHMEN:
MAGAAV ASSASSIN
ERINYES DEVIL
DAUGHTERS OF IMERTA

Adventure Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the ally
Master of the Gales and 1 character may temporarily replace 1 item in his deck with the item Staff of Weather.
At the end of each scenario, return these cards to the game box.


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Plunder Roll: 1d6 ⇒ 51d6 ⇒ 4 Ally, Item

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

For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

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: 5-6B: WITHERING HEIST

At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.

Additional Rules: Plunder - Ally, Item

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:
KURIDA
HENCHMEN:
MAGAAV ASSASSIN
ERINYES DEVIL
DAUGHTERS OF IMERTA

Additional Banes:

Scenario Level (#): 5

Turn: 0, Flenta/eddiephlash

Random Cards:

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

Spoiler:
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:
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:
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:
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.

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:
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:
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:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.

Spoiler:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.

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

Spoiler:
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:
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.

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:
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:
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:
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:
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:
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.

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:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

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:
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:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
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


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:
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:
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:
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:
Baby Triceratops
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

Blessings
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 Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of 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:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 0

[b]Hourglass

Hourglass Cards/Turn Order:

Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None

Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None


Start at Windward Isle. Replace the Potion of Heroism with the Immortal Dreamstone

Mother Myrtle wrote:

Hand: Mirror Image, Elixir of Healing, Meteor Swarm, Crystalline Carnivore, Steel Ibis Lamellar, Tinker, Stained Glass Elemental, Major Cure, Blessing of the Elements 2, Blessing of the Elements 1,

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 ([x] +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

Still taking loot: Brine's Sting, Blessing of Besmara, Alise Grogblud, Aiger's Kiss, in for Dragonbane Greatsword, Pharasma, Ice Chemist, and Wounding Spear Axe respectively. We're in tier 6, so I can fill my 3 deck holes with tier 4 spells: Create Mindscape, Channel the Gift, Cloudburst

Start at Theater of Corruption. Draw hand plus 2 extra.

Flenta wrote:

Hand: Channel the Gift, Anathemic Volume, Blessing of Nethys, Magnetic Grimoire, Sand Elemental, Speed Battleaxe, Cloudburst, Aiger's Kiss, Fire Barrage,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Theater of Corruption
Hero Points: 3
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): The Avalanche, Create Mindscape, Thundering Earthbreaker, Sklar-quah Thundercaller, Our Lord in Iron, Eagle Aerie, Blessing of Besmara, Bearskin Armor, Riffle Scrolls, Ashbringer, Brine's Sting, Alise Grogblud
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 available
Add 1d4 ([x] +1) ([x] +2) 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

Start at Ruined Amphitheater.

Zova wrote:

Hand: Giant Raven, Witchhunter's Sword, Aspect of the Bull, Blessing of Kelizandri, Wendifisa Spear, Angelstep, Blessing of the Green Faith, Aspect of the Bat, Pteranodon,

Displayed:
Deck: 13 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.


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

Can update ship if one is being used

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

For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

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: 5-6B: WITHERING HEIST

At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.

Additional Rules: Plunder - Ally, Item

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:
KURIDA
HENCHMEN:
MAGAAV ASSASSIN
ERINYES DEVIL
DAUGHTERS OF IMERTA

Additional Banes:

Scenario Level (#): 5

Turn: 1, 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:
Spiny Eurypterid
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

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:
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:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

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:
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.

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:
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:
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:
Venomous Pike +2
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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:
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:
Enervating Pistol +3
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.

Spoiler:
Invigorating Kukri +1
SS
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic
To Acquire:
Strength
Melee
Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

Spoiler:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spells
Spoiler:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

Spoiler:
Recast
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and choose a character to play a spell from his discard pile.
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:
World Wave
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

Spoiler:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding 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:
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:
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:
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:
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.

Items
Spoiler:
Ring of Regeneration
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

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

Spoiler:
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:
Baby Triceratops
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

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.

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:
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:
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.

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 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.

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

Current Hour:

Blessing of Gorum:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Flenta/eddiephlash:
Spoiler:
Hourglass Card 1 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 2 Zova/Greenclaw:
Spoiler:
Hourglass Card 2 Zova/Greenclaw
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 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 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 5 Zova/Greenclaw:
Spoiler:
Hourglass Card 5 Zova/Greenclaw
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 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 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 Zova/Greenclaw:
Spoiler:
Hourglass Card 8 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 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 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 Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 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 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 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 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 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 18 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 19 Flenta/eddiephlash:
Spoiler:
Hourglass Card 19 Flenta/eddiephlash
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 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.
Hourglass Card 22 Flenta/eddiephlash:
Spoiler:
Hourglass Card 22 Flenta/eddiephlash
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 25 Flenta/eddiephlash:
Spoiler:
Hourglass Card 25 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 26 Zova/Greenclaw:
Spoiler:
Hourglass Card 26 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 27 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 27 MotherMyrtle/Redgar
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 28 Flenta/eddiephlash:
Spoiler:
Hourglass Card 28 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 29 Zova/Greenclaw:
Spoiler:
Hourglass Card 29 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.

Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zova/Greenclaw, None

Ruined Amphitheater Card 1:
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.
Ruined Amphitheater Card 2:
Daughter of Imerta
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Amphitheater Card 3:
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.
Ruined Amphitheater Card 4:
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.
Ruined Amphitheater Card 5:
Pirate Sniper
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Ruined Amphitheater Card 6:
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.
Ruined Amphitheater Card 7:
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.
Ruined Amphitheater Card 8:
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.
Ruined Amphitheater Card 9:
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.
Ruined Amphitheater Card 10:
Sapphire of Intelligence
SS
Item B
Traits:
Object
Magic
To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.

Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Flenta/eddiephlash, None
Theater of Corruption Card 1:
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.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
Distance Musket +1
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Theater of Corruption Card 4:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Theater of Corruption Card 5:
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.
Theater of Corruption Card 6:
Daughter of Imerta
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Theater of Corruption Card 7:
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.
Theater of Corruption Card 8:
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.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Redgar, None
Windward Isle Card 1:
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.
Windward Isle Card 2:
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.
Windward Isle Card 3:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Windward Isle Card 4:
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.
Windward Isle Card 5:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
Windward Isle Card 6:
Furious Broadsword +2
SS
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as a 7.
Windward Isle Card 7:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Windward Isle Card 8:
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.
Windward Isle Card 9:
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.
Windward Isle Card 10:
Kurida
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.

Location #4: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
Grayflame Mace +2
SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
Shrine to Norgorber Card 3:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Shrine to Norgorber Card 6:
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.
Shrine to Norgorber 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.
Shrine to Norgorber Card 8:
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.
Shrine to Norgorber Card 9:
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.
Shrine to Norgorber Card 10:
Magaav Assassin
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Lucrehold Card 1:
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.
Lucrehold Card 2:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Lucrehold Card 3:
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.
Lucrehold Card 4:
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.
Lucrehold Card 5:
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.
Lucrehold Card 6:
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.
Lucrehold Card 7:
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.
Lucrehold Card 8:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Lucrehold Card 9:
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.
Lucrehold Card 10:
Erinyes Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.


Start on Come What May.

Move to Shrine of Norgorbor

Scenario Power: Wisdom DC 9 Recharge Major Cure 1d12 + 4 + 1d4 ⇒ (10) + 4 + (4) = 18

BotGods = Auto Acquired

Auspicous... I think

Tinker to explore

Grayflame Mace +2

Divine DC 12 1d12 + 4 + 1d4 ⇒ (2) + 4 + (4) = 10

Hmph. Didn't need that anyway.

Crystalline Carnivore to explore

Flaming Musket +2 Recharge Mirror Image

Craft DC 13 1d12 + 6 + 1d4 ⇒ (7) + 6 + (1) = 14

Now this... this looks interesting

Blessing of the Gods* to explore

Cecaelia

BYA: Wisdom DC 8 1d12 + 4 ⇒ (9) + 4 = 13 Bury Flaming Musket +2

Combat DC 13 1d10 + 2 + 2d8 ⇒ (1) + 2 + (7, 1) = 11 Recharge Stained Glass Elemental to add 6

Too unreliable for my tastes. Thanks for the assist, Montague!

BotE 1 to explore

Norgorbor Cultist

So, you search for secrets in the heavens, eh?

Meteor Swarm

Combat DC 19 1d12 + 4 + 1d4 + 2d6 + 2d10 ⇒ (1) + 4 + (3) + (4, 1) + (4, 7) = 24

Ask the Azlanti how that turned out.

Best stop for a drink. 1d4 + 1 ⇒ (3) + 1 = 4 = whole discard.

End of Turn: use the ship power to discard a blessing from the blessing deck to discard a random plunder [using earned benefit to look at both first], and then pick one to discard and replace with a random plunder of the same type.

Ally = Ally 6 (Baby Triceratops)
Item = Item 5 (Ring of Regen).

Banish the Item 5, replacing it with a random Item.

Recovery: Crystalline Carnivore 1d8 + 3 ⇒ (7) + 3 = 10
Meteor Swarm 1d12 + 4 + 1d4 ⇒ (4) + 4 + (1) = 9
Elixir of Healing 1d12 + 6 ⇒ (4) + 6 = 10

Redraw:
Fuse Grenade
Stained Glass Elemental
Disintegrate
Death's Touch
Elixir of Focus
Bottled Lightning

End of Turn Summary:
Cards 1-5 at Shrine of Norgorbor dealt with
Weapon 6 Acquired (Flaming Musket +2)
Blessing 0 Acquired (BotGods)
**Discarded blessing from Blessings deck**
Plunder confirmed to be Ally 6 and a random Item 4 (banishing Ring of Regen)

Mother Myrtle wrote:

Hand: Steel Ibis Lamellar, Blessing of the Elements 2, Fuse Grenade, Stained Glass Elemental, Disintegrate, Death's Touch, Elixir of Focus, Bottled Lightning,

Displayed:
Deck: 11 Discard: 2 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 ([x] +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

Start turn. Hour is Blessing of Geryon. End of move step.
Random location: 1d5 ⇒ 5: Lucrehold
Explore card 1: Alkali Flask
[ooc]Reveal Magnetic Grimoire.

Int 11: 1d8 + 1 + 1d4 ⇒ (7) + 1 + (4) = 12 Acquired!

Discard Blessing of Nethys to examine 2 then explore: Seaweed Siren, Gargoyle Sniper. Reorder and encounter the Gargoyle. Cast Cloudburst to ignore BYA. Reveal Grimoire. Fighter power.
Combat 18: 1d8 + 3 + 3d6 + 1d4 + 1d4 + 2 ⇒ (4) + 3 + (6, 5, 5) + (4) + (2) + 2 = 31 Defeated!

Recahrge new spell: Alkali Flask. Move to Windward Isle. Draw a card: Sklar-quah Thundercaller. Recharge Anathemic Volume to play discarded blessing of Nethys, burying it. Examine top 2: Hull Damage. Saltbox. Reorder and encounter the gun. Auto-fail against it and banish it.

Cast Channel the Gift to draw Eagle Aerie. Recharge new spell: None available. BR, can I get a tier<5 Arcane spell please? Display Eagle Aerie.

End turn. Recovery, banish Cloudburst and Channel the Gift. Reset hand, drawing 0.

Flenta wrote:

Hand: Magnetic Grimoire, Sand Elemental, Speed Battleaxe, Aiger's Kiss, Fire Barrage, Alkali Flask, Sklar-quah Thundercaller,

Displayed: Eagle Aerie,
Deck: 13 Discard: 0 Buried: 1
Current Location: Windward Isle
Hero Points: 3
NOTES:
Other: Add 1d4 + 2 to all local combat. My blessings add d12s to str checks.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Alise Grogblud, Our Lord in Iron, Create Mindscape, Blessing of Besmara, Riffle Scrolls, The Avalanche, Bearskin Armor, Ashbringer, Thundering Earthbreaker, Brine's Sting
Recharged: Instant Armor, Anathemic Volume, Rando spell,
Discard Pile:
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 available
Add 1d4 ([x] +1) ([x] +2) 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

For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

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: 5-6B: WITHERING HEIST

At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.

Additional Rules: Plunder - Ally (Baby Triceratops L6), Item (Tot Flask L0)

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:
KURIDA
HENCHMEN:
MAGAAV ASSASSIN
ERINYES DEVIL
DAUGHTERS OF IMERTA

Additional Banes:

Scenario Level (#): 6

Turn: 3, Zova/Greenclaw

Random Cards:

Monsters
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:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

Spoiler:
Gargiya
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.

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

Spoiler:
Lorelei
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 23
Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location must move to this location.

Barriers
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:
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.

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:
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:
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:
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:
Venomous Pike +2
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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:
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:
Venomous Pike +2
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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:
Tsunami
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

Spoiler:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 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:
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:
Recast
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and choose a character to play a spell from his discard pile.
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.

Armors
Spoiler:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re 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:
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:
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:
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.

Items
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:
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:
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:
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.

Spoiler:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.

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

Spoiler:
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of 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 Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Current Hour:

Blessing of the Gods:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 1 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.
Hourglass Card 2 Flenta/eddiephlash:
Spoiler:
Hourglass Card 2 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 3 Zova/Greenclaw:
Spoiler:
Hourglass Card 3 Zova/Greenclaw
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 4 MotherMyrtle/Redgar
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Flenta/eddiephlash:
Spoiler:
Hourglass Card 5 Flenta/eddiephlash
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Zova/Greenclaw:
Spoiler:
Hourglass Card 6 Zova/Greenclaw
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 7 MotherMyrtle/Redgar
Blessing of 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 8 Flenta/eddiephlash:
Spoiler:
Hourglass Card 8 Flenta/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Zova/Greenclaw:
Spoiler:
Hourglass Card 9 Zova/Greenclaw
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 10 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 10 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 11 Flenta/eddiephlash:
Spoiler:
Hourglass Card 11 Flenta/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 12 Zova/Greenclaw:
Spoiler:
Hourglass Card 12 Zova/Greenclaw
Blessing of 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 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 16 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 16 MotherMyrtle/Redgar
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Flenta/eddiephlash:
Spoiler:
Hourglass Card 17 Flenta/eddiephlash
Blessing of 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 19 MotherMyrtle/Redgar
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Flenta/eddiephlash:
Spoiler:
Hourglass Card 20 Flenta/eddiephlash
Blessing of 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 Zova/Greenclaw:
Spoiler:
Hourglass Card 21 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 22 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 22 MotherMyrtle/Redgar
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 25 MotherMyrtle/Redgar
Blessing of 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 26 Flenta/eddiephlash:
Spoiler:
Hourglass Card 26 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.

Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zova/Greenclaw, None

Ruined Amphitheater Card 1:
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.
Ruined Amphitheater Card 2:
Daughter of Imerta
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Amphitheater Card 3:
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.
Ruined Amphitheater Card 4:
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.
Ruined Amphitheater Card 5:
Pirate Sniper
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Ruined Amphitheater Card 6:
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.
Ruined Amphitheater Card 7:
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.
Ruined Amphitheater Card 8:
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.
Ruined Amphitheater Card 9:
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.
Ruined Amphitheater Card 10:
Sapphire of Intelligence
SS
Item B
Traits:
Object
Magic
To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.

Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Theater of Corruption Card 1:
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.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
Distance Musket +1
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Theater of Corruption Card 4:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Theater of Corruption Card 5:
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.
Theater of Corruption Card 6:
Daughter of Imerta
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Theater of Corruption Card 7:
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.
Theater of Corruption Card 8:
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.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
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.
Windward Isle Card 2:
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.
Windward Isle Card 3:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Windward Isle Card 4:
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.
Windward Isle Card 5:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
Windward Isle Card 6:
Furious Broadsword +2
SS
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as a 7.
Windward Isle Card 7:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Windward Isle Card 8:
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.
Windward Isle Card 9:
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.
Windward Isle Card 10:
Kurida
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.

Location #4: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: MotherMyrtle/Redgar, None
Shrine to Norgorber Card 1:
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.
Shrine to Norgorber 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.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber 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.
Shrine to Norgorber Card 5:
Magaav Assassin
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Flenta/eddiephlash, None
Lucrehold Card 1 (Seaweed Siren):
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Lucrehold Card 2:
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.
Lucrehold Card 3:
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.
Lucrehold Card 4:
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.
Lucrehold Card 5:
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.
Lucrehold Card 6:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Lucrehold Card 7:
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.
Lucrehold Card 8:
Erinyes Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 6 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1 (Telekinesis):
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.
Cards Not In the Box Card 2:
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.
Cards Not In the Box Card 3:
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.
Cards Not In the Box Card 4:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Cards Not In the Box Card 5:
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.
Cards Not In the Box 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.


Female Human Tier 6 Shifter Character Deck

It is the hour of the Gods.
Start of Turn: Recharge Aspect of the Bat to add Survival -
Dexterity 8: 1d8 + 1d8 + 6 ⇒ (7) + (2) + 6 = 15

End of Move Step: Wisdom 9: 1d8 + 6 ⇒ (6) + 6 = 12
Display Aspect of the Bull
Explore Ruined Amphitheater.

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.

Wisdom 12: 2d8 + 3 ⇒ (6, 6) + 3 = 15 Defeated!

Zova makes her way to the crow's nest, and gets a good view of what lies in store. First things first is a one-eyed harpy flying straight for her...

Look at top card of location: a henchman monster. Encounter!

Daughter of Imerta:

SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA Wisdom 10: 2d8 + 3 ⇒ (7, 1) + 3 = 11
Recharge Giant Raven to add Survival +8 to the check.
Combat (Strength) 18: 1d6 + 3 + 1d8 + 6 + 8 ⇒ (2) + 3 + (4) + 6 + 8 = 23 Defeated! Add to hand.
Attempt to Close.
Wisdom 9: 2d8 + 6 ⇒ (6, 4) + 6 = 16

Zova quickly sprouts some wings of her own and flies up to meet the ugly monster. She easily deals with the harpy, clipping its wings and sending it plummeting down to its doom.

She feels that the harpy's friends may be keen for revenge...but is sure that her and her friends will prove more than a match. Difficulty to defeat giants increased by 3.

Discard (recharge) Pteranodon to move to Shrine of Norgorber. Explore.

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.

Reveal Wendifisa Spear.
Combat (Survival) 15: 1d8 + 6 + 1d12 + 1 + 1d6 ⇒ (4) + 6 + (12) + 1 + (6) = 29 Defeated!

Enjoying the rush of wind through her hair, Zova flies over to check on Mother Myrtle. She arrives just in time to help fight off a troublesome pirate who was pestering her friend for some soup.

End Turn. Reset Hand to 11 (revealing 2 plants).

Zova wrote:

Hand: Blessing of Wind and Waves, Witchhunter's Sword, Blessing of the Savored Sting, Blessing of Kelizandri, Wendifisa Spear, Angelstep, Blessing of the Green Faith, Archaeopteryx, Bearskin Armor, Daughter of Imerta, Hippopotamus,

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 [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.


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Exploring after closing a location during explore is not allowed...Shrine to Norgorber is shuffled

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

For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

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: 5-6B: WITHERING HEIST

At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.

Additional Rules: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.

Plunder - Ally (Baby Triceratops L6), Item (Tot Flask L0)

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:
KURIDA
HENCHMEN:
MAGAAV ASSASSIN
ERINYES DEVIL
DAUGHTERS OF IMERTA

Additional Banes:

Scenario Level (#): 6

Turn: 4, MotherMyrtle/Redgar

Random Cards:

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

Spoiler:
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:
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:
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:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

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:
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:
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:
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.

Weapons
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:
Grayflame Mace +2
SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.

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:
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:
Venomous Pike +2
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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:
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:
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:
Divine Fortune
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start 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 this card.

Spoiler:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
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:
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:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Hellknight Armor
SS
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Ring of Regeneration
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

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:
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.

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.

Allies
Spoiler:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
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:
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:
Baby Triceratops
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

Spoiler:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song


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

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Current Hour:

Blessing of Asmodeus:
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Flenta/eddiephlash:
Spoiler:
Hourglass Card 1 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 2 Zova/Greenclaw:
Spoiler:
Hourglass Card 2 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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Zova/Greenclaw:
Spoiler:
Hourglass Card 5 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 6 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 6 MotherMyrtle/Redgar
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 7 Flenta/eddiephlash:
Spoiler:
Hourglass Card 7 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 8 Zova/Greenclaw:
Spoiler:
Hourglass Card 8 Zova/Greenclaw
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 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 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 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 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 18 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 19 Flenta/eddiephlash:
Spoiler:
Hourglass Card 19 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 20 Zova/Greenclaw:
Spoiler:
Hourglass Card 20 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 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.
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 Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 24 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 24 MotherMyrtle/Redgar
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Flenta/eddiephlash:
Spoiler:
Hourglass Card 25 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.

Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zova/Greenclaw, None

Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Theater of Corruption Card 1:
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.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
Distance Musket +1
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Theater of Corruption Card 4:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Theater of Corruption Card 5:
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.
Theater of Corruption Card 6:
Daughter of Imerta
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Theater of Corruption Card 7:
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.
Theater of Corruption Card 8:
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.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
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.
Windward Isle Card 2:
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.
Windward Isle Card 3:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Windward Isle Card 4:
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.
Windward Isle Card 5:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
Windward Isle Card 6:
Furious Broadsword +2
SS
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as a 7.
Windward Isle Card 7:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Windward Isle Card 8:
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.
Windward Isle Card 9:
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.
Windward Isle Card 10:
Kurida
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.

Location #4: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: MotherMyrtle/Redgar, None
Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
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.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber Card 4:
Magaav Assassin
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 5:
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.

Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Flenta/eddiephlash, None
Lucrehold Card 1 (Seaweed Siren):
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Lucrehold Card 2:
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.
Lucrehold Card 3:
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.
Lucrehold Card 4:
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.
Lucrehold Card 5:
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.
Lucrehold Card 6:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Lucrehold Card 7:
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.
Lucrehold Card 8:
Erinyes Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 6 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1 (Telekinesis):
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.
Cards Not In the Box Card 2:
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.
Cards Not In the Box Card 3:
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.
Cards Not In the Box Card 4:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Cards Not In the Box Card 5:
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.
Cards Not In the Box 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.


Hour of Asmodeus

Location Power: 1d4 - 1 ⇒ (3) - 1 = 2 force damage, bury Steel Ibis Lamellar to block, attempt Craft DC 9 to recharge instead: 1d12 + 6 ⇒ (11) + 6 = 17

What is that lovely song? I must hear more...

Move to Lucrehold

Scenario Power: Wis DC 9 Recharge Fuse Grenade 1d12 + 4 + 1d4 ⇒ (2) + 4 + (4) = 10

Seaweed Siren

Wis DC 12 Recharge Death's Touch 1d12 + 4 + 2d4 ⇒ (9) + 4 + (2, 1) = 16

Wis DC 12 Recharge Elixir of Focus 1d12 + 4 + 2d4 ⇒ (12) + 4 + (1, 1) = 18

Wis DC 12 Recharge Bottled Lightning 1d12 + 4 + 2d4 ⇒ (12) + 4 + (1, 4) = 21

BotE 2 to explore

Albatross Soup

Say, Alphonso, try this soup... Banish Stained Glass Elemental to banish barrier

Redraw: all but Disintegrate

End of Turn Summary:

Move to Lucrehold
Deal with Cards 1-2

Mother Myrtle wrote:

Hand: Disintegrate, BotG*, Blessing of the Elements 1, Anesthetizing Slime, Ambrosia, Major Cure, Tinker, Mirror Image,

Displayed:
Deck: 9 Discard: 3 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 ([x] +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

At end of MM's turn, recharge Aiger's Kiss to use Eagle Aerie to move to Windward Isle, drawing a card: Alise Grogblud.

Start my turn. Hour is Sivanah. Take a 0 on the Wis 9 check. Move
Random location: 1 + 1d4 ⇒ 1 + (2) = 3: Windward Isle
Recharge random card: Sand Elemental.

Looks like location was not updated from my last turn (banished card 2 and shuffled card 1).
Explore shuffled location: 1d10 ⇒ 8: Pirate Hunting
Random ship: 1d24 ⇒ 17: Sanbalot
Ask for Zova's Green Faith.
Wis 7: 2d6 ⇒ (4, 2) = 6 Shirt reroll the 2
Wis 7: 4 + 1d6 ⇒ 4 + (3) = 7 Success! Seiged!
Plunder: 1d6 ⇒ 3: Armor

Discard Sklar to explore again.
Shuffled location: 1d10 ⇒ 9: Sea Troll
Cast Fire Barrage. Fire trait adds d8. Improved fighter power adds d4 +2. Reveal Grimoire for another d4.
Combat 20: 3d6 + 12 + 1d8 + 1d4 + 2 + 1d4 ⇒ (4, 5, 6) + 12 + (3) + (3) + 2 + (4) = 39
Recharge new spell: Resist Energy.

Discard Alise to explore again.
Shuffled location: 1d10 ⇒ 9: Reroll
Shuffled location: 1d10 ⇒ 9: Reroll
Shuffled location: 1d10 ⇒ 6: Furious Broadsword +2
Melee 13: 1d10 + 6 ⇒ (7) + 6 = 13: Acquired!

End turn. Reset hand, discarding Alkali Flask and drawing 3.

Flenta wrote:

Hand: Magnetic Grimoire, Speed Battleaxe, Aiger's Kiss, Furious Broadsword +2, Create Mindscape, Brine's Sting, Ashbringer,

Displayed: Eagle Aerie,
Deck: 11 Discard: 3 Buried: 1
Current Location: Windward Isle
Hero Points: 3
NOTES:
Other: Add 1d4 + 2 to all local combat. My blessings add d12s to str checks.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Thundering Earthbreaker, The Avalanche, Our Lord in Iron, Bearskin Armor, Blessing of Besmara, Sand Elemental, Riffle Scrolls
Recharged: Instant Armor, Anathemic Volume, Telekinesis, Resist Energy,
Discard Pile: Sklar-quah Thundercaller, Alise Grogblud, Alkali Flask,
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) ([x] +2) 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


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

For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

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: 5-6B: WITHERING HEIST

At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.

Additional Rules: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.

Plunder - Ally (Baby Triceratops L6), Item (Tot Flask L0), Armor

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:
KURIDA
HENCHMEN:
MAGAAV ASSASSIN
ERINYES DEVIL
DAUGHTERS OF IMERTA

Additional Banes:

Scenario Level (#): 6

Turn: 6, Zova/Greenclaw

Random Cards:

Monsters
Spoiler:
Gargiya
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 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:
Bakekujira
SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.

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

Spoiler:
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.

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:
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.

Spoiler:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.

Spoiler:
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.

Weapons
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:
Old Salt's Rapier +2
SS
Weapon 6
Traits:
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.

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:
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.

Spells
Spoiler:
Divine Fortune
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start 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 this card.

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:
Recast
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and choose a character to play a spell from his discard pile.
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:
Recast
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and choose a character to play a spell from his discard pile.
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:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

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

Spoiler:
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:
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:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re 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.

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

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:
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:
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:
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


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

Spoiler:
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.

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:
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:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Blessings
Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Spoiler:
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Current Hour:

Blessing of 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: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 1 MotherMyrtle/Redgar
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Flenta/eddiephlash:
Spoiler:
Hourglass Card 2 Flenta/eddiephlash
Blessing of 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 Zova/Greenclaw:
Spoiler:
Hourglass Card 3 Zova/Greenclaw
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 4 MotherMyrtle/Redgar
Blessing of 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 Flenta/eddiephlash:
Spoiler:
Hourglass Card 5 Flenta/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Zova/Greenclaw:
Spoiler:
Hourglass Card 6 Zova/Greenclaw
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 7 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 7 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 8 Flenta/eddiephlash:
Spoiler:
Hourglass Card 8 Flenta/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Zova/Greenclaw:
Spoiler:
Hourglass Card 9 Zova/Greenclaw
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 10 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 10 MotherMyrtle/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Flenta/eddiephlash:
Spoiler:
Hourglass Card 11 Flenta/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 12 Zova/Greenclaw:
Spoiler:
Hourglass Card 12 Zova/Greenclaw
Blessing of 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 13 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 13 MotherMyrtle/Redgar
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 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 16 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 16 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 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 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 19 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 19 MotherMyrtle/Redgar
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Flenta/eddiephlash:
Spoiler:
Hourglass Card 20 Flenta/eddiephlash
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Zova/Greenclaw:
Spoiler:
Hourglass Card 21 Zova/Greenclaw
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 22 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 22 MotherMyrtle/Redgar
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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.

Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zova/Greenclaw, None

Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Theater of Corruption Card 1:
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.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
Distance Musket +1
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Theater of Corruption Card 4:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Theater of Corruption Card 5:
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.
Theater of Corruption Card 6:
Daughter of Imerta
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Theater of Corruption Card 7:
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.
Theater of Corruption Card 8:
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.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Flenta/eddiephlash, None
Windward Isle Card 1:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
Windward Isle Card 2:
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.
Windward Isle Card 3:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Windward Isle Card 4:
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.
Windward Isle Card 5:
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.
Windward Isle Card 6:
Kurida
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.

Location #4: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
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.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber Card 4:
Magaav Assassin
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 5:
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.

Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Redgar, None
Lucrehold Card 1:
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.
Lucrehold Card 2:
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.
Lucrehold Card 3:
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.
Lucrehold Card 4:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Lucrehold Card 5:
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.
Lucrehold Card 6:
Erinyes Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 6 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1 (Telekinesis):
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.
Cards Not In the Box Card 2 (Resist Energy):
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.
Cards Not In the Box Card 3:
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.
Cards Not In the Box Card 4:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Cards Not In the Box Card 5:
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.
Cards Not In the Box 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.


Female Human Tier 6 Shifter Character Deck

Off turn: Recharge Blessing of the Green Faith for Flenta's check.
It is the hour of the Gods.
Move to Shrine to Norgorber.
End of Move Step: Wisdom 9: 1d8 + 3 ⇒ (6) + 3 = 9
Explore Shrine to Norgorber.

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 Blessing of the Gods to explore again.

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.

Auto fail and banish.

Discard Archaeopteryx to explore again.

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.

Recharge Daughter of Imerta to add Survival skill.
Dexterity 12: 1d8 + 1d8 + 6 ⇒ (4) + (3) + 6 = 13

Discard Pteranodon to move to Windward Isle. Draw Monkey. Explore.

Pearl of Magic:

SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

Discard (recharge) Monkey to auto acquire.

Zova continues to enjoy flying around. She feels truly blessed by the gods to be able to avoid nasty encounters and sneakily pick up magical trinkets using her shifting talents.

End Turn. Discard Pearl of Magic. Reset Hand to 11.

Zova wrote:

Hand: Blessing of Wind and Waves, Witchhunter's Sword, Blessing of the Savored Sting, Blessing of Kelizandri, Wendifisa Spear, Angelstep, Vampire Squid, Reed Moccasin, Bearskin Armor, Blessing of Ketephys, Aspect of the Wolf,

Displayed: Aspect of the Bull,
Deck: 11 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 [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.

Cards 1-3 at Shrine of Norgorber
Card 1 at Windward Isle
dealt with.


Hour of Besmara

Mother Myrtle is quite impressed by Zova's ability to shift into different forms and move about avoiding danger.

Start of Turn: 1d4 - 1 ⇒ (1) - 1 = 0

MM decides, therefore, to sneak back to the Shrine to Norgorbor. Maybe there she can learn the secret to such shifting shennanigans!

Move to Shrine, Wis DC 9, recharge Tinker 1d12 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11

Magaav Assassin

I should have known. 98 times out of 100, any place that promises secrets and murder is really just a demon-cult, not a bunch of secretive shapeshifting Tengu librarians.

BYA: Divine DC 13, recharging Anesthetizing Slime 1d12 + 4 + 1d4 + 2d4 ⇒ (1) + 4 + (1) + (3, 3) = 12 Reroll 1d12 11 + 1d12 ⇒ 11 + (9) = 20

Phew! That was very nearly awkward. Now then, I hear you don't like spelling... Disintegrate, recharge Major Cure, Ambrosia

Combat DC 25 1d12 + 4 + 1d4 + 4d6 + 2d4 + 2d6 ⇒ (2) + 4 + (3) + (2, 5, 2, 6) + (4, 4) + (5, 6) = 43

There's no kill quite like overkill...

1d6 ⇒ 6 items added

Closing: Banish BotElements 1 and 3

Hmph.

Recovery: Disintegrate Arcane DC 16, recharging Mirror Image 1d12 + 4 + 1d4 + 1d4 ⇒ (11) + 4 + (1) + (2) = 18
[ooc]Ambrosia Craft DC 14
1d12 + 6 ⇒ (6) + 6 = 12[/ooc]

Discard card from blessings deck to look at plunder, seeing Goblin Buckler Gun as the Armour. Banish that, to be replaced with a new Plunder Armour.

Redraw: entire hand

End of Turn Summary:
Move to Shrine. Close it.
Discard a Blessing from the Blessing Deck to banish the Goblin Buckler Gun Plunder and replace it with another Armour.

Start of Flenta's turn: physician, heal thy self... Elixir of Healing 1d4 + 1 ⇒ (1) + 1 = 2 = Crystaline Carnivore and Meteor Swarm Recovery: Craft DC 6 1d12 + 6 ⇒ (5) + 6 = 11

Mother Myrtle wrote:

Hand: Blessing of the Elements 4, Tangleburn Bag, Steel Ibis Lamellar, Fuse Grenade, Death's Touch, Bottled Lightning, Elixir of Focus,

Displayed:
Deck: 6 Discard: 4 Buried: 3
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards:
Reroll: 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 ([x] +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).


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

For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

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: 5-6B: WITHERING HEIST

At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.

Additional Rules: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.

Plunder - Ally (Baby Triceratops L6), Item (Tot Flask L0), Armor

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:
KURIDA
HENCHMEN:
MAGAAV ASSASSIN
ERINYES DEVIL
DAUGHTERS OF IMERTA

Additional Banes:

Scenario Level (#): 6

Turn: 8, Flenta/eddiephlash

Random Cards:

Monsters
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:
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:
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:
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:
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:
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:
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:
Assassination Attempt
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.

Spoiler:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.

Weapons
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:
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:
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.

Spells
Spoiler:
Tsunami
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

Spoiler:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Spoiler:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 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:
Recast
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and choose a character to play a spell from his discard pile.
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.

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:
Hellknight Armor
SS
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
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:
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:
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.

Items
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.

Spoiler:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.

Spoiler:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

Spoiler:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card 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.

Allies
Spoiler:
Baby Triceratops
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

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:
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:
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:
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.

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 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 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 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 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 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 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 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 Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 4 Zova/Greenclaw:
Spoiler:
Hourglass Card 4 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 5 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 5 MotherMyrtle/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Flenta/eddiephlash:
Spoiler:
Hourglass Card 6 Flenta/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Zova/Greenclaw:
Spoiler:
Hourglass Card 7 Zova/Greenclaw
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 8 MotherMyrtle/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Flenta/eddiephlash:
Spoiler:
Hourglass Card 9 Flenta/eddiephlash
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Zova/Greenclaw:
Spoiler:
Hourglass Card 13 Zova/Greenclaw
Blessing of 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 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 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 16 Zova/Greenclaw:
Spoiler:
Hourglass Card 16 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 17 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 17 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 18 Flenta/eddiephlash:
Spoiler:
Hourglass Card 18 Flenta/eddiephlash
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 19 Zova/Greenclaw:
Spoiler:
Hourglass Card 19 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 20 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 20 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.

Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Theater of Corruption Card 1:
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.
Theater of Corruption Card 2:
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.
Theater of Corruption Card 3:
Distance Musket +1
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Theater of Corruption Card 4:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Theater of Corruption Card 5:
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.
Theater of Corruption Card 6:
Daughter of Imerta
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Theater of Corruption Card 7:
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.
Theater of Corruption Card 8:
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.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Flenta/eddiephlash, Zova/Greenclaw, None
Windward Isle Card 1:
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.
Windward Isle Card 2:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Windward Isle Card 3:
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.
Windward Isle Card 4:
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.
Windward Isle Card 5:
Kurida
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.

Location #4: Shrine to Norgorber
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 6 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: MotherMyrtle/Redgar, None
Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
Ring of Regeneration
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
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.
Shrine to Norgorber Card 6:
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.

Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Lucrehold Card 1:
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.
Lucrehold Card 2:
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.
Lucrehold Card 3:
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.
Lucrehold Card 4:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Lucrehold Card 5:
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.
Lucrehold Card 6:
Erinyes Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 6 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1 (Telekinesis):
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.
Cards Not In the Box Card 2 (Resist Energy):
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.
Cards Not In the Box Card 3:
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.
Cards Not In the Box Card 4:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Cards Not In the Box Card 5:
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.
Cards Not In the Box 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.


Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

Start turn. Hour is BotG. Auto Fail Wis check. Give Aiger's Kiss to Zova (You can use it to heal if nothing else). Move.
Random open location: 1d4 ⇒ 1: Theater of Corruption

Explore card 1: Seamantle. Display Create Mindscape. Recharge new spell: Control Weather.
Int 12: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (3) = 5

Bury Brine's Sting to poor-mans-heal.
Heal: 1d4 ⇒ 4 Back to full!

End turn. Reset hand, drawing 3.

Flenta wrote:

Hand: Magnetic Grimoire, Speed Battleaxe, Furious Broadsword +2, Ashbringer, Telekinesis, Anathemic Volume, Instant Armor,

Displayed: Eagle Aerie, Create Mindscape, (at Theater of Corruption),
Deck: 12 Discard: 0 Buried: 2
Current Location: Theater of Corruption
Hero Points: 3
NOTES:
Available Support: Telekinesis adds d6 to any combat. CM adds d4 to local Int/Wis/Cha. Eagle allows EoT movement or d8 to local combat. Grimoire adds d4 to local A/C/E/F/P check.
Other: Add 1d4 + 2 to all local combat. My blessings add d12s to str checks.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sand Elemental, Thundering Earthbreaker, Alise Grogblud, Alkali Flask, Sklar-quah Thundercaller, Blessing of Besmara, Control Weather, Resist Energy, The Avalanche, Bearskin Armor, Our Lord in Iron, Riffle Scrolls
Recharged:
Discard Pile:
Buried Pile: Blessing of Nethys, Brine's Sting,

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) ([x] +2) 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 Achaekek.
Move to Lucrehold.
End of Move Step: Wisdom 9: 1d8 + 3 ⇒ (7) + 3 = 10
Display Aspect of the Wolf.
Explore Lucrehold.

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.

Strength: 2d6 + 3 + 1d6 ⇒ (2, 5) + 3 + (6) = 16 Acquire!

"Ohh, that looks sharp!" Zova swoops down and snares a sharp sword, almost as keen as her claws.

Discard (recharge) Reed Mocassin to examine top card of location...and explore.

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.

Reveal Bearskin Armor.
Fortitude 10: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8 Fail and banish.

...some armor looks way to heavy and only likely to hamper her nice afternoon flight.

Discard Blessing of the Wind and Waves to explore again.

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.

Recharge Vampire Squid to add Survival skill to check.
Dexterity 15: 1d8 + 1d8 + 6 + 1d6 ⇒ (7) + (1) + 6 + (5) = 19 Defeated!
Random Weapons: 1d4 ⇒ 4
Spellsword +2 (Weapon 4), Keen Rapier +3 (Weapon 5), Flaming Longbow +2 (Weapon 5), Humanbane Gladius +2 (Weapon 5)

A large chest is too tempting, however, and Zova manages to pick the lock with her pinky claw...to reveal a nice stash of shiny weapons.

Discard Spellsword +2 to use Zova's 'move after exploration' power and move back to Windward Isle.

End Turn. Discard the other 3 weapons from the chest. Reset Hand to 11.

Zova wrote:

Hand: Aspect of the Dinosaur, Witchhunter's Sword, Blessing of the Savored Sting, Blessing of Kelizandri, Wendifisa Spear, Angelstep, Hippopotamus, Moose, Bearskin Armor, Blessing of Ketephys, Keen Rapier +3,

Displayed: Aspect of the Bull, Aspect of the Wolf,
Deck: 10 Discard: 7 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.


Hour of the Gods

Perhaps there's plunder ahead, away to Lucrehold!

Wisdom DC 9 recharge Death's Touch 1d12 + 4 + 1d4 ⇒ (11) + 4 + (2) = 17

Addu

Or a monster. Could be one of them, too. Gotta stay focused... Elixir of Focus, recharging Steel Ibis Lamellar

BYA: Fort DC 14 1d8 + 2 + 1d12 + 6 + 2d4 ⇒ (4) + 2 + (4) + 6 + (4, 4) = 24

Combat DC 20 Bottled Lighting, recharge Fuse Grenade, BotE 4 1d12 + 6 + 3d8 + 2d4 + 1d12 ⇒ (3) + 6 + (8, 6, 6) + (3, 4) + (9) = 45

Combat DC 20 Recharge Tangleburn Bag 1d4 + 2d4 ⇒ (1) + (3, 1) = 5

Ouch! Looks like I shouldn't have stowed that Death's Touch earlier.

AYA: 1d4 + 1 ⇒ (3) + 1 = 4 Structural Damage = Tank it.

Recovery: Elixir of Focus Craft DC 10 1d12 + 6 ⇒ (7) + 6 = 13
Bottled Lightning Craft DC 16 1d12 + 6 ⇒ (1) + 6 = 7

Redraw: entire hand.

End of Turn Summary:
move to Lucrehold
find Addu, fail to defeat
*Lucrehold shuffles*
Wreck ship (come what may)

Mother Myrtle wrote:

Hand: Anesthetizing Slime, Mirror Image, Tinker, Disintegrate, Major Cure, Crystalline Carnivore, Meteor Swarm, Elixir of Healing,

Displayed:
Deck: 6 Discard: 3 Buried: 3
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards:
Reroll: 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 ([x] +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).


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Zova was given Aiger's Kiss from Flenta (swashbuckling) and she acquired 4 weapons where 2 are swashbuckling which means could use the following rather than discarding them:
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.
Keep in mind it recharges not heals but close enough

Ship is wrecked
End of turn wrecked damage: 1d3 ⇒ 31d2 ⇒ 1 Must either banish Ally (Baby Triceratops L6) or Armor (Flaming Buckler Gun L6); will tentatively banish armor but can adjust

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

For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

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: 5-6B: WITHERING HEIST

At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.

Additional Rules: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.

Plunder - Ally (Baby Triceratops L6), Item (Tot Flask L0)

Armor (Flaming Buckler Gun L6) banished end of MM's turn 10

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:
KURIDA
HENCHMEN:
MAGAAV ASSASSIN
ERINYES DEVIL
DAUGHTERS OF IMERTA

Additional Banes:

Scenario Level (#): 6

Turn: 11, Flenta/eddiephlash

Random Cards:

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

Spoiler:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

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:
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.

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

Weapons
Spoiler:
Venomous Pike +2
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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:
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


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:
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:
Tsunami
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

Spoiler:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

Spoiler:
World Wave
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

Spoiler:
Recast
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and choose a character to play a spell from his discard pile.
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:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
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:
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:
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:
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.

Items
Spoiler:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.

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

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

Spoiler:
Baby Triceratops
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

Spoiler:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Blessings
Spoiler:
Blessing of 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 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.

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.

Current Hour:

Blessing of Geryon:
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/Greenclaw:
Spoiler:
Hourglass Card 1 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 2 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 2 MotherMyrtle/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Flenta/eddiephlash:
Spoiler:
Hourglass Card 3 Flenta/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Zova/Greenclaw:
Spoiler:
Hourglass Card 4 Zova/Greenclaw
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 5 MotherMyrtle/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Flenta/eddiephlash:
Spoiler:
Hourglass Card 6 Flenta/eddiephlash
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 8 MotherMyrtle/Redgar
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Flenta/eddiephlash:
Spoiler:
Hourglass Card 9 Flenta/eddiephlash
Blessing of 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 Zova/Greenclaw:
Spoiler:
Hourglass Card 10 Zova/Greenclaw
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 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 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 13 Zova/Greenclaw:
Spoiler:
Hourglass Card 13 Zova/Greenclaw
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 14 MotherMyrtle/Redgar
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Flenta/eddiephlash:
Spoiler:
Hourglass Card 15 Flenta/eddiephlash
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 16 Zova/Greenclaw:
Spoiler:
Hourglass Card 16 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 17 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 17 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.

Location #1: Ruined Amphitheater
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Flenta/eddiephlash, None

Theater of Corruption Card 1:
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.
Theater of Corruption Card 2:
Distance Musket +1
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Theater of Corruption Card 3:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Theater of Corruption Card 4:
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.
Theater of Corruption Card 5:
Daughter of Imerta
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Theater of Corruption Card 6:
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.
Theater of Corruption Card 7:
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.
Theater of Corruption 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.
Theater of Corruption Card 9:
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.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zova/Greenclaw, None
Windward Isle Card 1:
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.
Windward Isle Card 2:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Windward Isle Card 3:
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.
Windward Isle Card 4:
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.
Windward Isle Card 5:
Kurida
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.

Location #4: Shrine to Norgorber
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 6 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
Ring of Regeneration
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
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.
Shrine to Norgorber Card 6:
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.

Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Redgar, Addu
Lucrehold Card 1:
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.
Lucrehold Card 2:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Lucrehold Card 3:
Erinyes Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 6 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1 (Telekinesis):
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.
Cards Not In the Box Card 2 (Resist Energy):
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.
Cards Not In the Box Card 3 (Control Weather):
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.
Cards Not In the Box Card 4:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Cards Not In the Box Card 5:
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.
Cards Not In the Box 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.


Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

End of MM's turn, recharge Instant Armor to use Eagle to move to Zova's location.

Start turn. Hour is Geryon. Give Anathemic Volume to Zova. Auto fail repair check. Don't move. Auto fail Wis check
Random open location: 1d4 + 1 ⇒ (4) + 1 = 5: Lucrehold
Recharge random card: Magnetic Grimoire.

Explore Lucrehold Card 1: Potion of Healing
Int 5: 1d8 + 1 ⇒ (8) + 1 = 9 Acquired!

Banish it for MM.
Heal: 1d4 ⇒ 3

End turn. Reset hand, drawing 3.

Flenta wrote:

Hand: Speed Battleaxe, Furious Broadsword +2, Ashbringer, Telekinesis, Bearskin Armor, Resist Energy, Our Lord in Iron,

Displayed: Eagle Aerie, Create Mindscape, (at Theater of Corruption),
Deck: 11 Discard: 0 Buried: 2
Current Location: Lucrehold
Hero Points: 3
NOTES:
Available Support: Telekinesis adds d6 to any combat. Eagle allows EoT movement or d8 to local combat. Grimoire adds d4 to local A/C/E/F/P check.
Other: Add 1d4 + 2 to all local combat. My blessings add d12s to str checks.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sand Elemental, Blessing of Besmara, The Avalanche, Thundering Earthbreaker, Alise Grogblud, Riffle Scrolls, Alkali Flask, Control Weather, Sklar-quah Thundercaller
Recharged: Instant Armor, Magnetic Grimoire,
Discard Pile:
Buried Pile: Blessing of Nethys, Brine's Sting,

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) ([x] +2) 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

End of last turn: Burying Keen Rapier +3 to recharge 1d4 ⇒ 3 cards from discard pile.
It is the hour of Gozreh.
Don't move. Wisdom 9: 1d8 + 3 ⇒ (5) + 3 = 8
Random open location: 1d4 + 1 ⇒ (4) + 1 = 5 Lucrehold
Random Card: 1d11 ⇒ 1 Recharge Aspect of the Dinosaur
Explore.

Addu:

SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.

Everyone needs to make a CON or FORT check.
Reveal Bearskin Armor
FORT 14: 2d8 + 1 + 2 ⇒ (1, 3) + 1 + 2 = 7 Bury: Aspect of the Tiger.
Reveal Wendifisa Spear. Add Flenta bonus.
Combat (Survival) 20: 2d8 + 6 + 1d12 + 1 + 1d4 + 2 ⇒ (2, 7) + 6 + (4) + 1 + (3) + 2 = 25
Combat (Survival) 20: 2d8 + 6 + 1d12 + 1 + 1d4 + 2 ⇒ (8, 1) + 6 + (5) + 1 + (4) + 2 = 27 Defeated! Add into hand.
AYA Structural Damage: 1d4 + 1 ⇒ (2) + 1 = 3 With ship wrecked we need to discard cards from random character decks. Not sure if it is 1 card per structural damage?
1-Flenta, 2-Mother Myrtle, 3-Zova.
Random: 1d3 ⇒ 2
Random: 1d3 ⇒ 2
Random: 1d3 ⇒ 1
Random: 1d3 ⇒ 3 Aspect of the Bat

Zova swoops down to attack a huge beast rising up out of the water to attack Myrtle and Flenta with its razor-like teeth. Not having enough time to shift into a sea creature, the shifter instead draws her spear and plunges it into the beast multiple times.

Discard (recharge) Hippopotamus to explore again.

Erinyes Devil:

SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Recharge Addu to add Survival skill +12 to check.
Combat (Strength) 19: 1d6 + 1d8 + 6 + 12 + 1d10 + 1d4 + 2 ⇒ (3) + (6) + 6 + 12 + (9) + (1) + 2 = 39 Defeated! Add to hand.

A devil swoops down from above, trying to catch Zova off guard. It proves a fatal mistake, as the young shifter is more than tough enough to shrug off the attack and strike the evil monster down with one bare-handed attack.

No Pirate card in hand, so unable to close the location...but at least it is empty.
Discard Keen Rapier +3 to move back to Windward Isle.
Draw a card: Giant Raven
Discard (recharge) Moose to explore the location.

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.

Discard Blessing of Kelizandri to add 2 dice.
Intelligence 12: 3d6 ⇒ (3, 6, 3) = 12 Defeated! Ship is repaired!

Zova just notices that their ship is damaged in multiple places and is starking to sink beneath the waves. She flies back as quick as she can and joins the crew in trying to patch up the holes.

Discard (recharge) Giant Raven to examine top 2 cards of the loation: Fuse Grenade (Item 6) and Siren Caller (Monster B). Don't explore.

End Turn. Reset Hand to 11.

Zova wrote:

Hand: Erinyes Devil, Witchhunter's Sword, Blessing of the Savored Sting, Blessing of the Green Faith, Wendifisa Spear, Angelstep, Archaeopteryx, Daughter of Imerta, Bearskin Armor, Blessing of Ketephys, Anathemic Volume,

Displayed: Aspect of the Bull, Aspect of the Wolf,
Deck: 12 Discard: 6 Buried: 2
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.


MM discards... Blessing of the Elements 2 and the blessed Tangleburn Bag

Hour of the Gods

Thank you for the healing, Flenta, and for the Repairs Zova. Looks like you are both handy at patching things up!

Move to Windward Isle, drawing... Bottled Lightning.

Recharge the Major Cure for the Wis check: Wis DC 9 1d12 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15

Fuse Grenade Recharging Elixir of Healing

Craft DC 13 1d12 + 6 + 1d4 ⇒ (1) + 6 + (1) = 8

Hmph. Anesthetizing Slime to explore

Siren Caller

Zova! Can you distract it while I sneak up on it? *Steal Zova's BotGreen Faith Recharging mirror image

Wis 8 + 6 = DC 14 1d12 + 4 + 2d4 + 1d12 ⇒ (12) + 4 + (4, 1) + (2) = 23

Gotcha. Tinker to explore

Old Salt

Charisma DC 7 1d6 + 1d4 ⇒ (6) + (2) = 8

You're not a pirate, but you might know some pirates? Excellent!

Crystalline Carnivore to explore

Kurida

Guys, I've found the Villain... look out!

BYA checks: Dex or Acro 13

1d4 ⇒ 3


Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

Guard check. "Choose a random other location and succeed at its When Closing requirement." That is real silly.
Rando location: 1d5 ⇒ 5: Lucrehold
"Banish a card that has the Pirate trait". I have no such card. Theater of Corruption remains un-guarded.

The WYE effect happens first, so need to attempt the check first.
Acro 13: 1d6 + 3 ⇒ (5) + 3 = 8 Failed
Random location: 1d5 ⇒ 5: Lucrehold
Discard random card: Furious Broadsword +2. Well, I still can't guard this.


Female Human Tier 6 Shifter Character Deck

Recharge Daughter of Imerta to add Survival skill to Dex check.
Dexterity 13: 1d8 + 1d8 + 6 + 1d6 ⇒ (1) + (3) + 6 + (5) = 15


Note: BotE and Tangleburn bag not discarded from deck.

Zova, does the Savoured Sting favour us today? *Steal Blessing of the Savoured Sting*

Wis DC 13 1d12 + 4 ⇒ (12) + 4 = 16 + highest of 1d4 + 1d6 + 1d8 + 1d10 ⇒ (4) + (5) + (7) + (3) = 19 Well then. There's no kill like overkill, I suppose.

Alright you brute. You think you are something tough? Maybe this will make an impact! Use Meteor Swarm, plus the bonus die from the Carnivore, plus] Flenta's Telekenisis plus *steal a blessing from Zova*

Combat 31 + 3 = DC 34 1d12 + 4 + 1d4 + 2d6 + 2d10 + 1d12 + 1d12 ⇒ (3) + 4 + (1) + (1, 2) + (3, 7) + (10) + (2) = 33

Meteor Swarm reroll

1d12 + 4 + 1d4 + 2d6 + 2d10 + 1d12 + 1d12 ⇒ (3) + 4 + (2) + (5, 6) + (4, 5) + (1) + (10) = 40

It's called Meteor Swarm, not single-meteor-you-can-dodge, for a reason.

Location Closes, villain/blessing shuffled into remaining decks.

Location closing: draw Death's Touch

Thank you for the help, Flenta and Zova. Couldn't have done that without you!

Recovery: Anesthetizing Slime Knowledge DC 7 1d8 + 3 ⇒ (2) + 3 = 5
Crystalline Carnivore Knowledge DC 11 1d8 + 3 ⇒ (8) + 3 = 11
Meteor Swarm Arcane DC 17, recharging Death's Touch 1d12 + 4 + 1d4 + 1d4 ⇒ (11) + 4 + (1) + (2) = 18

Redraw: entire hand

End turn summary:
Steal Flenta's Telekenisis
Steal Blessing of Green Faith, Blessing of Savoured Sting, and another Blessing (either from hand or via Anathameic Volume) from Zova
Windsward Isle closed!
Villain/Blessing shuffled into the remaining two location

On the start of Flenta's turn:

Time to savour the sweet taste of victory! Ambrosia for 1d4 + 1 ⇒ (3) + 1 = 4 = All but Bottled Lightning

*If Zova would like a Major Cure, I'll happily play it on her. Otherwise, I'll recharge it to help my Craft DC 14 Check on the Ambrosia

Recovery:

Spoiler:
Craft DC 14 1d12 + 6 ⇒ (6) + 6 = 12 [ooc]1d4 ⇒ 1 if Zova doesn't need the Major cure

Mother Myrtle wrote:

Hand: Steel Ibis Lamellar, Blessing of the Elements 4, Blessing of the Elements 2, Elixir of Focus, Fuse Grenade, Tangleburn Bag,

Displayed: Ambrosia, Major Cure,
Deck: 9 Discard: 1 Buried: 3
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards:
Reroll: 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 ([x] +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).


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

For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

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: 5-6B: WITHERING HEIST

At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.

Additional Rules: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.

Plunder: Baby Triceratops

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:
KURIDA
HENCHMEN:
MAGAAV ASSASSIN
ERINYES DEVIL
DAUGHTERS OF IMERTA

Additional Banes:

Scenario Level (#): 6

Turn: 14, Flenta/eddiephlash

Random Cards:

Monsters
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.

Spoiler:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.

Spoiler:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.

Spoiler:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

Spoiler:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

Barriers
Spoiler:
Assassination Attempt
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.

Spoiler:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.

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:
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:
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.

Weapons
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:
Enervating Pistol +3
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.

Spoiler:
Grayflame Mace +2
SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.

Spoiler:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Old Salt's Rapier +2
SS
Weapon 6
Traits:
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.

Spells
Spoiler:
Tsunami
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 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:
Divine Fortune
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start 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 this card.

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:
World Wave
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

Armors
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:
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:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

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:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
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:
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:
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:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

Allies
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:
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:
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:
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.

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.

Blessings
Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Spoiler:
Blessing of 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 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: 12

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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Zova/Greenclaw:
Spoiler:
Hourglass Card 7 Zova/Greenclaw
Blessing of 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 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 8 MotherMyrtle/Redgar
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Flenta/eddiephlash:
Spoiler:
Hourglass Card 9 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 10 Zova/Greenclaw:
Spoiler:
Hourglass Card 10 Zova/Greenclaw
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 11 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 11 MotherMyrtle/Redgar
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Flenta/eddiephlash:
Spoiler:
Hourglass Card 12 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.

Location #1: Ruined Amphitheater
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Theater of Corruption Card 1:
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.
Theater of Corruption Card 2:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Theater of Corruption Card 3:
Kurida
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
Theater of Corruption Card 4:
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.
Theater of Corruption Card 5:
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.
Theater of Corruption Card 6:
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.
Theater of Corruption Card 7:
Daughter of Imerta
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Theater of Corruption Card 8:
Distance Musket +1
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Theater of Corruption Card 9:
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.
Theater of Corruption Card 10:
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.

Location #3: Windward Isle
Closed
At This Location: If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: MotherMyrtle/Redgar, Zova/Greenclaw, None

Location #4: Shrine to Norgorber
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 6 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
Ring of Regeneration
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
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.
Shrine to Norgorber Card 6:
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.

Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Flenta/eddiephlash, Addu
Lucrehold Card 1:
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.

Location #6: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 6 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1 (Telekinesis):
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.
Cards Not In the Box Card 2 (Resist Energy):
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.
Cards Not In the Box Card 3 (Control Weather):
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.
Cards Not In the Box Card 4:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Cards Not In the Box Card 5:
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.
Cards Not In the Box 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.


Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

Off turn, cast Telekenisis and recharge Furious Broadsword for MM's check. Recharge new spell: Speed.

[ooc] Start turn, hour is BotG. Skip move. Fail Wis check.
Random Open location: 1d2 ⇒ 1: Move to Theater

Explore, encountering Voidstick Zombie. Reveal Speed Battleaxe. Fighter power.
Combat 20: 1d10 + 6 + 1d8 + 3 + 1d4 + 2 ⇒ (5) + 6 + (1) + 3 + (1) + 2 = 18 Failed. Use battleaxe's power, recharging it to reroll with an extra d8.
Combat 20: 1d10 + 6 + 1d8 + 3 + 1d4 + 2 + 1d8 ⇒ (5) + 6 + (6) + 3 + (1) + 2 + (7) = 30 Success!

Discard Lord in Iron to explore card 2: Shapechange. Create Mindscape adds d4. Ask for a blessing from MM.
Int 13: 2d8 + 1 + 1d4 ⇒ (2, 4) + 1 + (3) = 10 Dang!

Display Bearskin. End turn. Reset hand, drawing 5.

Flenta wrote:

Hand: Ashbringer, Resist Energy, Riffle Scrolls, Blessing of Besmara, Control Weather, Alise Grogblud, Thundering Earthbreaker,

Displayed: Bearskin Armor, Eagle Aerie, Create Mindscape, (at Theater of Corruption),
Deck: 9 Discard: 2 Buried: 2
Current Location: Theater
Hero Points: 3
NOTES:
Available Support: Eagle allows EoT movement or d8 to local combat. Besmara double blesses Swashbuckling. Control Weather adds 2d8 to any check on a ship/evasion of a weather bane/banish a displayed weather bane. Earthbreaker adds d12 to local Lock/Obstacle
Other: Add 1d4 + 2 to all local combat. My blessings add d12s to str checks.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Avalanche, Sand Elemental, Alkali Flask, Sklar-quah Thundercaller
Recharged: Instant Armor, Magnetic Grimoire, Furious Broadsword +2, Speed, Speed Battleaxe,
Discard Pile: Furious Broadsword +2, Our Lord in Iron,
Buried Pile: Blessing of Nethys, Brine's Sting,

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) ([x] +2) 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 Faith, Discard Blessing of the Savored Sting, Blessing of Ketephys on MM's turn.
It is the hour of Cayden Cailean.
Move to Lucrehold.
Wisdom 9: 1d8 + 3 ⇒ (1) + 3 = 4
Random open location: 1d2 ⇒ 1 Theater of Corruption
Random card: 1d8 ⇒ 4 Angelstep
Explore.

Kurida:

None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.

The villain again! Dex or Acro checks needed by both Flenta and Mother Myrtle. There is a chance Flenta ends up at Lucrehold and can guard the only other open location, or stays at the theater and can provide bonuses to Zova's check.

Pausing for the results of these rolls...


Dex DC 13 1d4 ⇒ 3. Moving to 1d5 ⇒ 5 Lucrehold and discarding 1d6 ⇒ 5


Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

Take a 0 on the Acro check.
Random Location: 1d5 ⇒ 2: Theater of Corruption.
Discard random card: Riffle Scrolls.


Female Human Tier 6 Shifter Character Deck

Electricity Damage: 1d4 ⇒ 3
Bury Bearskin Armor to reduce all damage to 0.
Recharge Anathaemic Volume to play a random blessing from discard pile. 1d3 ⇒ 2: Blessing of the Savored Sting.
Wisdom 13: 2d8 + 3 ⇒ (5, 5) + 3 = 13 + highest of 1d4 + 1d6 + 1d8 + 1d10 ⇒ (2) + (4) + (5) + (10) = 21 = 23. Success!

Recharge Erinyes Devil to add Survival skill +10 to check. Add Flenta bonus.
Combat (Strength) 34: 2d6 + 3 + 1d8 + 6 + 10 + 1d4 + 2 ⇒ (6, 1) + 3 + (7) + 6 + 10 + (4) + 2 = 39 Defeated! Bury bottom card of deck (Erinyes Devil).

Permanently Close Location: Bury 1d4 ⇒ 3 cards. Draw 1d4 ⇒ 1 cards.

Zova encounters the giant bard once again. As her friends get sent this way and that, the young shifter is unaffected by the brute's enchanting words and strikes back with a fury.

Kurida is soundly defeated once more, fleeing again. "You're running out of places to hide!" Zova shouts after her, shaking a clawed fist at the giant's back.

End Turn. Reset Hand to 9.

Zova wrote:

Hand: Pteranodon, Monkey, Reed Moccasin, Vampire Squid, Blessing of Wind and Waves, Blessing of the Gods, Pearl of Magic, Aspect of the Dinosaur, Hippopotamus,

Displayed: Aspect of the Bull, Aspect of the Wolf,
Deck: 6 Discard: 8 Buried: 7
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.


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

For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

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: 5-6B: WITHERING HEIST

At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.

Additional Rules: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.

Plunder: Baby Triceratops

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:
KURIDA
HENCHMEN:
MAGAAV ASSASSIN
ERINYES DEVIL
DAUGHTERS OF IMERTA

Additional Banes:

Scenario Level (#): 6

Turn: 16, MotherMyrtle/Redgar

Random Cards:

Monsters
Spoiler:
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.

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:
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:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

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.

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

Spoiler:
Pirate 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:
Assassination Attempt
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.

Weapons
Spoiler:
Venomous Pike +2
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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


Spoiler:
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:
Invigorating Kukri +1
SS
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic
To Acquire:
Strength
Melee
Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

Spoiler:
Enervating Pistol +3
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.

Spells
Spoiler:
Tsunami
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

Spoiler:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding 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:
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:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Armors
Spoiler:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re 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:
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:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light 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.

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

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:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

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:
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:
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:
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:
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.

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 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.

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 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 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.

Current Hour:

Blessing of Gorum:
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.

Hours Remaining: 10

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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Zova/Greenclaw:
Spoiler:
Hourglass Card 5 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 6 MotherMyrtle/Redgar:
Spoiler:
Hourglass Card 6 MotherMyrtle/Redgar
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Flenta/eddiephlash:
Spoiler:
Hourglass Card 7 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 8 Zova/Greenclaw:
Spoiler:
Hourglass Card 8 Zova/Greenclaw
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
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 check to defeat a non-villain monster; 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 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 Flenta/eddiephlash:
Spoiler:
Hourglass Card 10 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.

Location #1: Ruined Amphitheater
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Theater of Corruption
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta/eddiephlash, Zova/Greenclaw, None

Location #3: Windward Isle
Closed
At This Location: If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Shrine to Norgorber
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 6 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
Ring of Regeneration
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber Card 4:
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.
Shrine to Norgorber Card 5:
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.
Shrine to Norgorber Card 6:
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.

Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: MotherMyrtle/Redgar,
Lucrehold Card 1:
Kurida
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
Lucrehold Card 2:
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.

Location #6: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 6 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1 (Telekinesis):
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.
Cards Not In the Box Card 2 (Resist Energy):
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.
Cards Not In the Box Card 3 (Control Weather):
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.
Cards Not In the Box Card 4:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Cards Not In the Box Card 5:
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.
Cards Not In the Box 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.


Off-turn: discard the BotE 2 for flenta; the bya discarded card was Fuse Grenade.

Hour of Gorum

Right. Time to go punch a bard.

Move to Lucrehold.

Steal one of Zova's Blessings.

Wisdom DC 9 1d12 + 4 + 1d12 ⇒ (6) + 4 + (12) = 22

Kurida

Listen up, youngster. It's curtains for you!

*BYA check of Dex/Acro 13 for m'colleagues.

BYA: 1d4 ⇒ 3 electricity, reveal Steel Ibis Lamellar to stop

Right. Must stay focused. Elixir of Focus Wis DC 13 1d12 + 4 + 1d12 + 6 ⇒ (10) + 4 + (4) + 6 = 24

You may think you are hot stuff, but we know how to deal with poets...

1d6 to see if Control Weather is discarded from Flenta's hand... 1d6 ⇒ 5 = Alise Grogblood

Alrighty then, Flenta, time to rain out this show! Steal Flenta's Control Weather; play Tangleburn Bag, recharging BotE 4, recharging Steel Ibis Lamellar.

Combat 31 + 3 = DC 34 1d12 + 6 + 2d8 + 1d12 + 2d4 + 2d8 ⇒ (2) + 6 + (6, 2) + (8) + (3, 3) + (6, 2) = 38

Show's over, everyone. Time to go home.


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COMPLETED SCENARIO 5-6B: WITHERING HEIST
Development
Astounding! While you fought Kurida and her orchestra, one of your number managed to escape with the skiff Onigumo.
Now for the next phase of the plan. You need to chart a path from here through the safer regions of the Chuyokai Forest, over the Nightford Mountains, and through Akinaru’s province to Ushijou. While the skiff can only hold a small party, it’s even faster and more exhilarating than you expected and will prove invaluable in that task.
Through the air you sail, with thoughts of revenge boosting the wind at your back.

Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the ally Master of the Gales and 1 character may temporarily replace 1 item in his deck with the item Staff of Weather.
At the end of each scenario, return these cards to the game box.

Acquired Cards (* = Plunder)
Old Salt (Ally B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Pearl of Magic (Item 6)
Alkali Flask (Item 4)
Keen Rapier +3 (Weapon 5)
Humanbane Gladius +2 (Weapon 5)
Furious Broadsword +2 (Weapon 6)
Spellsword +2 (Weapon 4)
Keen Rapier +3 (Weapon 5)
Flaming Musket +2 (Weapon 6)
Flaming Longbow +2 (Weapon 5)

Baby Triceratops (Ally 6)*
+other spells that Flenta acquired

Weapon 5564565
Spell
Armor
Item 64
Ally 06
Blessing 00

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

Please post rolls, decisions, etc in discussion thread


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5-6C: PATHS IN THE SKY

The wind rushes past you as you soar on the Onigumo, surveying the land below. The ability to blaze trails through the sky allows you a great advantage, but nothing about the Chuyokai Forest or Nightford Mountains is going to be easy.
While Akinaru’s province isn’t as innately perilous, you need to make sure not to let any of his minions catch wind of your arrival, so you can take your nemesis completely by surprise. Still, everything is going well; even among aerial creatures, few can match the Onigumo’s speed, and the scouting allows your party to progress safely for a time...
...At least until a skeletal dragon flies out of the Nightford Mountains directly towards the Onigumo. Unfortunately, that can clearly match the Onigumo’s speed. You manage to lose it for the moment in a cloud bank, but you saw the glint of greed in the dead thing’s eye. It’s hunting you now. You’re just going to have to hunt it down first, all while carefully, steadily, and safely leading your officers through dangerous territory.
With the Onigumo to lead the way, will you be able to take down the dragon and all the other dangers on this path without alerting Akinaru at all? It has to be done. You don’t really understand how Akinaru means to bring forth legions of oni, but your former ally has gone far past the point of no return, and any warning would give him time to adjust his plans, or even teleport away again like he did when he left you for dead in the Valashmai Jungle.
A rasping roar snaps you out of your speculations as you wing back towards the group, once more evading the dripping skeleton.

VILLAIN: BRINEBONES
HENCHMEN:
HURRICANE WINDS
LIGHTNING ELEMENTALS (PROXY WITH ENEMY SHIPS)

PLAYERS LOCATIONS
1 COASTLINE
1 TEMPEST CAY
1 WINDWARD ISLE
2 ROCKY CLIFF
3 FOG BANK
4 HOLY ISLE
5 WIDOWMAKER ISLE
6 LONELY ISLAND

DURING THIS SCENARIO

  • When setting out locations, arrange them in a line in the order listed.
  • Display the barge Onigumo at Windward Isle. While displayed at a location, the Onigumo’s At This Location powers are in effect for
    characters at that location.
  • If the Onigumo is not displayed at your location, the difficulty of your combat checks are increased by 1d12, or by 1d12+1d10 for your
    Melee combat checks, and when you move, you may move only to
    an adjacent location.
  • When you encounter a henchman or a villain from a location deck, if
    you did not examine it this turn, you are dealt 1d4 Electricity damage.


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    Plunder Roll: 1d6 ⇒ 41d6 ⇒ 2 Item, Spell

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

    For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

    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: 5-6C: PATHS IN THE SKY

  • When setting out locations, arrange them in a line in the order listed.
  • Display the barge Onigumo at Windward Isle. While displayed at a location, the Onigumo’s At This Location powers are in effect for
    characters at that location.
  • If the Onigumo is not displayed at your location, the difficulty of your combat checks are increased by 1d12, or by 1d12+1d10 for your
    Melee combat checks, and when you move, you may move only to
    an adjacent location.
  • When you encounter a henchman or a villain from a location deck, if
    you did not examine it this turn, you are dealt 1d4 Electricity damage.

    Additional Rules:

    Plunder: Item, Spell

    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.
    5-6B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the ally Master of the Gales and 1 character may temporarily replace 1 item in his deck with the item Staff of Weather. At the end of each scenario, return these cards to the game box.

    VILLAIN: BRINEBONES
    HENCHMEN:
    HURRICANE WINDS
    LIGHTNING ELEMENTALS (PROXY WITH ENEMY SHIPS)

    Additional Banes:

    Lightning Elemental:

    Henchman
    Type: Monster
    Traits: Elemental
    To Defeat: Combat 17
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 0, MotherMyrtle/Redgar

    Random Cards:

    Monsters
    Spoiler:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Spoiler:
    Giant 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:
    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:
    Dweller in the Deeps
    SS
    Monster 6
    Traits:
    Outsider
    Aquatic
    To Defeat:
    Combat 26
    The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
    Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

    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:
    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:
    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:
    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:
    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:
    Teleportation Trap
    SS
    Barrier 6
    Traits:
    Trap
    Magic
    To Defeat:
    Intelligence
    Arcane 13
    If defeated, you may move any number of characters at your location to a location of your choice.
    If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.

    Weapons
    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.

    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:
    Flaming Musket +2
    SS
    Weapon 6
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Spoiler:
    Enervating Pistol +3
    SS
    Weapon 6
    Traits:
    Firearm
    Ranged
    Piercing
    Reliable
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 15
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
    Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.

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

    Spoiler:
    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:
    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:
    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:
    Vomit Twin
    SS
    Spell P
    Traits:
    Magic
    Arcane
    To Acquire:
    Constitution
    Fortitude 6
    Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.

    Armors
    Spoiler:
    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:
    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:
    Hellknight Armor
    SS
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Flaming Buckler Gun
    SS
    Armor 6
    Traits:
    Shield
    Firearm
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    THEN Constitution
    Fortitude 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    If youa re 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:
    Fuse Grenade
    SS
    Item 6
    Traits:
    Liquid
    Attack
    Bludgeoning
    Fire
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 13
    For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 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:
    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:
    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:
    Sapphire of Intelligence
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence 7
    Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.

    Allies
    Spoiler:
    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:
    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:
    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:
    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:
    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 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 Geryon
    SS
    Blessing 6
    Traits:
    Divine
    Geryon
    To Acquire:
    Charisma
    Diplomacy 8
    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 check to defeat a non-villain monster; 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 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 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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: 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 ?: 1
    Located/Displayed Here: None

    Location #3: Windward Isle
    At This Location: If you move here, you may draw a card.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, draw a card.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here:

    Onigumo:

    Barge
    Traits:
    While displayed at your location, you may recharge a card to display Onigumo at a location, then move to that location and examine the top card of the location. If you are commanding a ship, other characters cannot move with you. While displayed at your location, when you encounter a monster that has the Aquatic trait, you may recharge a card to evade it.

    Location #4: Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None


  • MM will start at the Coastline. Potion of Heroism swapped out for the Immortal Dreamstone, as usual. Starting hand (w/bonus 2):

    Mother Myrtle wrote:

    Hand: Fuse Grenade, Blessing of the Elements 2, Blessing of the Elements 4, Tinker, Elixir of Healing, Blessing of the Elements 1, Disintegrate, Crystalline Carnivore, Major Cure, Anesthetizing Slime,

    Displayed:
    Deck: 11 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 [x] +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 ([x] +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 Human Tier 6 Shifter Character Deck

    Start with the ship at Windward Isle.
    Starting hand with bonus +2.

    Zova wrote:

    Hand: Aspect of the Wolf, Blessing of Kelizandri, Moose, Pteranodon, Giant Raven, Aspect of the Tiger, Aspect of the Dinosaur, Archaeopteryx, Aspect of the Bull, Witchhunter's Sword, Angelstep,

    Displayed:
    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 [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 ([X](+1). 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.


    Suggesting we use one of our msc. structural damage reduction ships. Perhaps the Magpie Princess, unless we have multiple seized copies of the Fithy Lucre?


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Happy to use Magpie Princess. I seized it in 5-1D. Start at Onigumo's location. Take loots: Brine's Sting, Blessing of Besmara, Alise Grogblud, Aiger's Kiss, Master of the Gales, and Staff of Weather. Swap them out for Dragonbane Greatsword, Blessing of Pharasma, Wounding Spear-Axe, Ice Chemist, Sklar-quah Thundercaller and Magnetic Grimoire respectively. Draw hand plus 2.

    Flenta wrote:

    Hand: Aiger's Kiss, Anathemic Volume, Brine's Sting, Thundering Earthbreaker, Staff of Weather, Speed Battleaxe, Summon Hellhounds, Sand Elemental, Blessing of Nethys,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Winward Isle
    Hero Points: 3
    NOTES:
    Available Support: Earthbreaker adds d12 to local Lock/Obstacle. Hellhounds adds 2d6 + Fire to local combat for a round
    Other: Add 1d4 + 2 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Besmara, Ashbringer, Alise Grogblud, Cloudburst, Eagle Aerie, Channel the Gift, Create Mindscape, Our Lord in Iron, Master of the Gales, Bearskin Armor, Ring of Immolation, The Avalanche
    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) ([x] +2) 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

    For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

    Magpie Princess :

    Magpie Princess - Class 6
    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.

    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: 5-6C: PATHS IN THE SKY

  • When setting out locations, arrange them in a line in the order listed.
  • Display the barge Onigumo at Windward Isle. While displayed at a location, the Onigumo’s At This Location powers are in effect for
    characters at that location.
  • If the Onigumo is not displayed at your location, the difficulty of your combat checks are increased by 1d12, or by 1d12+1d10 for your
    Melee combat checks, and when you move, you may move only to
    an adjacent location.
  • When you encounter a henchman or a villain from a location deck, if
    you did not examine it this turn, you are dealt 1d4 Electricity damage.

    Additional Rules: Plunder: Item, Spell

    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.
    5-6B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the ally Master of the Gales and 1 character may temporarily replace 1 item in his deck with the item Staff of Weather. At the end of each scenario, return these cards to the game box.

    VILLAIN: BRINEBONES
    HENCHMEN:
    HURRICANE WINDS
    LIGHTNING ELEMENTALS (PROXIED)

    Additional Banes:

    Lightning Elemental:

    Henchman
    Type: Monster
    Traits: Elemental
    To Defeat: Combat 17
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 1, Flenta/eddiephlash

    Random Cards:

    Monsters
    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:
    Addu
    SS
    Monster 6
    Traits:
    Dragon
    Aquatic
    To Defeat:
    Combat 20
    THEN Combat 20
    The Addu is immune to the Fire and Poison traits.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
    After you act, the Addue deals 1d4+1 Structural damage to your ship.

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

    Spoiler:
    Pirate Bomber
    SS
    Monster 6
    Traits:
    Human
    Pirate
    To Defeat:
    Combat 22
    Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
    If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison 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:
    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:
    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:
    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:
    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:
    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 Musket +2
    SS
    Weapon 6
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 13
    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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    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:
    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:
    Venomous Pike +2
    SS
    Weapon 6
    Traits:
    Polearm
    Melee
    Piercing
    Poison
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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:
    Shapechange
    SS
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

    Spoiler:
    Tsunami
    SS
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 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:
    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:
    Vengeful Storm
    SS
    Spell 6
    Traits:
    Magic
    Divine
    Attack
    Acid
    Cold
    Electricity
    To Acquire:
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

    Armors
    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:
    Hellknight Armor
    SS
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Flaming Buckler Gun
    SS
    Armor 6
    Traits:
    Shield
    Firearm
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    THEN Constitution
    Fortitude 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    If youa re 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:
    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.

    Items
    Spoiler:
    Staff of Weather
    SS
    Item 6
    Traits:
    Staff
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
    Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.

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

    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:
    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.

    Allies
    Spoiler:
    Mogmurch
    SS
    Ally P
    Traits:
    Goblin
    Alchemist
    To Acquire:
    Charisma
    Diplomacy 7
    OR Ranged
    Craft 5
    Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
    Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
    "Things go boom when Mogmurch throws,
    Much more fun than using bows_
    Sometimes where the boom boom blows
    is not my fault- that's how it goes_" -Mogmurch's song


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

    Spoiler:
    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.

    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:
    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.

    Blessings
    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 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 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 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 Geryon:
    Blessing of Geryon
    SS
    Blessing 6
    Traits:
    Divine
    Geryon
    To Acquire:
    Charisma
    Diplomacy 8
    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 check to defeat a non-villain monster; then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 1 Zova/Greenclaw
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 2 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.
    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 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 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 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 7 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 7 Zova/Greenclaw
    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 8 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 9 Flenta/eddiephlash
    Blessing of 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 10 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 10 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 11 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 11 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 12 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 12 Flenta/eddiephlash
    Blessing of Geryon
    SS
    Blessing 6
    Traits:
    Divine
    Geryon
    To Acquire:
    Charisma
    Diplomacy 8
    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 check to defeat a non-villain monster; 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 13 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 13 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 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 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 16 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 16 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 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 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 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 20 MotherMyrtle/Redgar
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 21 Flenta/eddiephlash
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 22 Zova/Greenclaw
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 23 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 23 MotherMyrtle/Redgar
    Blessing of 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 24 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 24 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 25 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 25 Zova/Greenclaw
    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 26 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 26 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 27 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 27 Flenta/eddiephlash
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 28 Zova/Greenclaw
    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 29 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 29 MotherMyrtle/Redgar
    Blessing of Geryon
    SS
    Blessing 6
    Traits:
    Divine
    Geryon
    To Acquire:
    Charisma
    Diplomacy 8
    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 check to defeat a non-villain monster; 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: Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, None

    Coastline Card 1:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Coastline Card 2:
    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.
    Coastline Card 3:
    Speed
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Coastline Card 4:
    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.
    Coastline Card 5:
    Henchman Proxy A3
    SS
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Coastline Card 6:
    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.
    Coastline 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.
    Coastline Card 8:
    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.
    Coastline Card 9:
    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.
    Coastline Card 10:
    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.

    Location #2: 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 ?: 1
    Located/Displayed Here: None
    Tempest Cay Card 1:
    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.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    Assassination Attempt
    SS
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None
    Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
    After you act, summon and encounter a Buccaneer henchman.
    Tempest Cay Card 4:
    Tsunami
    SS
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
    Tempest Cay Card 5:
    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 6:
    Lady Cerise Bloodmourn
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    Captain
    Pirate
    To Acquire:
    Intelligence
    Knowledge 8
    THEN Charisma
    Diplomacy 11
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Tempest Cay Card 7:
    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.
    Tempest Cay 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.
    Tempest Cay Card 9:
    Henchman Proxy A4
    SS
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tempest Cay Card 10:
    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.

    Location #3: Windward Isle
    At This Location: If you move here, you may draw a card.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, draw a card.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Flenta/eddiephlash, Zova/Greenclaw,
    Onigumo:

    Barge
    Traits:
    While displayed at your location, you may recharge a card to display Onigumo at a location, then move to that location and examine the top card of the location. If you are commanding a ship, other characters cannot move with you. While displayed at your location, when you encounter a monster that has the Aquatic trait, you may recharge a card to evade it.

    Windward Isle Card 1:
    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.
    Windward Isle Card 2:
    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.
    Windward Isle 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.
    Windward Isle Card 4:
    Furious Broadsword +2
    SS
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d6 rolled on this check is a 6, count it as a 7.
    Windward Isle Card 5:
    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.
    Windward Isle Card 6:
    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.
    Windward Isle Card 7:
    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.
    Windward Isle Card 8:
    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.
    Windward Isle Card 9:
    Pearl of Wisdom
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Wisdom 7
    Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
    Windward Isle Card 10:
    Brinebones
    SS
    Villain 6
    Type: Monster
    Traits:
    Undead
    Dragon
    Aquatic
    To Defeat:
    Combat 32
    THEN Combat 32
    Brinebones is immune to the Electricity, Mental, and Poison traits.
    Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

    Location #4: Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Rocky Cliff Card 1:
    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.
    Rocky Cliff Card 2:
    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.
    Rocky Cliff Card 3:
    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.
    Rocky Cliff Card 4:
    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.
    Rocky Cliff Card 5:
    Henchman Proxy A2
    SS
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Rocky Cliff Card 6:
    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.
    Rocky Cliff Card 7:
    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.
    Rocky Cliff Card 8:
    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.
    Rocky Cliff Card 9:
    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.
    Rocky Cliff Card 10:
    Sea Serpent
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 21
    The Sea Serpent is immune to the Cold and Fire traits.
    If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
    After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.

    Location #5: Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Fog Bank Card 1:
    Henchman Proxy A1
    SS
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Fog Bank Card 2:
    Seaweed Siren
    SS
    Monster 6
    Traits:
    Aberration
    Siren
    Aquatic
    To Defeat:
    Wisdom 12
    THEN Wisdom 12
    THEN Wisdom 12
    The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
    If undefeated, search your deck and discard any allies, then shuffle your deck.
    Fog Bank Card 3:
    Dweller in the Deeps
    SS
    Monster 6
    Traits:
    Outsider
    Aquatic
    To Defeat:
    Combat 26
    The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
    Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
    Fog Bank Card 4:
    Vengeful Storm
    SS
    Spell 6
    Traits:
    Magic
    Divine
    Attack
    Acid
    Cold
    Electricity
    To Acquire:
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
    Fog Bank 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.
    Fog Bank Card 6:
    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.
    Fog Bank 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.
    Fog Bank Card 8:
    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.
    Fog Bank Card 9:
    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.
    Fog Bank Card 10:
    Firedrake Trap
    SS
    Barrier 6
    Traits:
    Trap
    Alchemical
    Fire
    To Defeat:
    Dexterity
    Acrobatics 18
    OR Disable
    Craft 14
    If defeated, each character at your location is dealt 1d4 Fire damage.
    If undefeated, each character at your location is dealt 2d4+1 Fire damage.


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

    Start turn. Recharge Brine's Sting to move barge to Rocky Cliff and examine top card: Fortified Breastplate (Ar 5). Explore it and banish it.

    Discard Nethys to examine next 2: Sapphire Jellyfish. Electricity Arc Trap. Leave in that order and encounter the Jelly. Recharge Sand elemental to ignore BYA. Reveal Speed Battleaxe. Slashing so add d8. Fighter power.
    Combat 18: 1d10 + 6 + 1d8 + 3 + 1d8 + 1d4 + 2 ⇒ (7) + 6 + (1) + 3 + (4) + (1) + 2 = 24 Defeated!

    Recharge Anathemic Volume to play random discarded blessing: Nethys, which buries. Examine next 2: Electricity Arc Trap and Illusory Wall. Reorder and encounter the Wall. Reload Earthbreaker to add d12. Ask for Blessing from MM
    Int 12: 2d8 + 1 + 1d12 ⇒ (1, 6) + 1 + (4) = 12 Success!
    Top card: Electricity Arc Trap is recharged into the location.

    Recharge my Aiger's Kiss to move the barge back to Winward Isle, I move with it and draw a card per the location's power: Thundering Earthbreaker. Then examine top of location: Kapre.

    End turn. Reset hand, drawing 3.

    Flenta wrote:

    Hand: Staff of Weather, Speed Battleaxe, Summon Hellhounds, Thundering Earthbreaker, Cloudburst, Blessing of Besmara, Ring of Immolation,

    Displayed:
    Deck: 13 Discard: 0 Buried: 1
    Current Location: Winward Isle
    Hero Points: 3
    NOTES:
    Available Support: Earthbreaker adds d12 to local Lock/Obstacle. Hellhounds adds 2d6 + Fire to local combat for a round
    Other: Add 1d4 + 2 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Our Lord in Iron, The Avalanche, Alise Grogblud, Master of the Gales, Eagle Aerie, Bearskin Armor, Channel the Gift, Create Mindscape, Ashbringer
    Recharged: Brine's Sting, Sand Elemental, Anathemic Volume, Aiger's Kiss,
    Discard Pile:
    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) ([x] +2) 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

    Cleared card 1, 2, 4, from Rocky Cliff. Card 3 is Electricity Arc Trap and is recharged in the location. Windward Isle Card 1 is Kapre.


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

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

    For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

    Magpie Princess :

    Magpie Princess - Class 6
    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.

    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: 5-6C: PATHS IN THE SKY

  • When setting out locations, arrange them in a line in the order listed.
  • Display the barge Onigumo at Windward Isle. While displayed at a location, the Onigumo’s At This Location powers are in effect for
    characters at that location.
  • If the Onigumo is not displayed at your location, the difficulty of your combat checks are increased by 1d12, or by 1d12+1d10 for your
    Melee combat checks, and when you move, you may move only to
    an adjacent location.
  • When you encounter a henchman or a villain from a location deck, if
    you did not examine it this turn, you are dealt 1d4 Electricity damage.

    Additional Rules: Plunder: Item, Spell

    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.
    5-6B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the ally Master of the Gales and 1 character may temporarily replace 1 item in his deck with the item Staff of Weather. At the end of each scenario, return these cards to the game box.

    VILLAIN: BRINEBONES
    HENCHMEN:
    HURRICANE WINDS
    LIGHTNING ELEMENTALS (PROXIED)

    Additional Banes:

    Lightning Elemental:

    Henchman
    Type: Monster
    Traits: Elemental
    To Defeat: Combat 17
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 2, Zova/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Pirate Bomber
    SS
    Monster 6
    Traits:
    Human
    Pirate
    To Defeat:
    Combat 22
    Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
    If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.

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

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

    Spoiler:
    Seaweed Siren
    SS
    Monster 6
    Traits:
    Aberration
    Siren
    Aquatic
    To Defeat:
    Wisdom 12
    THEN Wisdom 12
    THEN Wisdom 12
    The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
    If undefeated, search your deck and discard any allies, then shuffle your deck.

    Barriers
    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:
    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:
    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:
    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:
    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:
    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:
    Venomous Pike +2
    SS
    Weapon 6
    Traits:
    Polearm
    Melee
    Piercing
    Poison
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

    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:
    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.

    Spells
    Spoiler:
    Recast
    SS
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and choose a character to play a spell from his discard pile.
    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:
    Shapechange
    SS
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

    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:
    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.

    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.

    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:
    Hellknight Armor
    SS
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Flaming Buckler Gun
    SS
    Armor 6
    Traits:
    Shield
    Firearm
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    THEN Constitution
    Fortitude 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    If youa re proficient with light 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.

    Items
    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:
    Fuse Grenade
    SS
    Item 6
    Traits:
    Liquid
    Attack
    Bludgeoning
    Fire
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 13
    For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

    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:
    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:
    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.

    Allies
    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.

    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:
    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:
    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:
    Baby Triceratops
    SS
    Ally 6
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 13
    Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

    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 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 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 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 Besmara:
    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.

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 1 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.
    Hourglass Card 2 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 2 Flenta/eddiephlash
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 3 Zova/Greenclaw
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 5 Flenta/eddiephlash
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 6 Zova/Greenclaw
    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 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 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 9 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 9 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 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 Geryon
    SS
    Blessing 6
    Traits:
    Divine
    Geryon
    To Acquire:
    Charisma
    Diplomacy 8
    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 check to defeat a non-villain monster; 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 12 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 12 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 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 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 15 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 15 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 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 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 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/Redgar
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 20 Flenta/eddiephlash
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 21 Zova/Greenclaw
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 22 MotherMyrtle/Redgar
    Blessing of 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 23 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 23 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 24 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 24 Zova/Greenclaw
    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 25 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 25 MotherMyrtle/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 26 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 26 Flenta/eddiephlash
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 27 Zova/Greenclaw
    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 28 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 28 MotherMyrtle/Redgar
    Blessing of Geryon
    SS
    Blessing 6
    Traits:
    Divine
    Geryon
    To Acquire:
    Charisma
    Diplomacy 8
    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 check to defeat a non-villain monster; 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: Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, None

    Coastline Card 1:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Coastline Card 2:
    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.
    Coastline Card 3:
    Speed
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Coastline Card 4:
    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.
    Coastline Card 5:
    Henchman Proxy A3
    SS
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Coastline Card 6:
    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.
    Coastline 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.
    Coastline Card 8:
    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.
    Coastline Card 9:
    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.
    Coastline Card 10:
    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.

    Location #2: 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 ?: 1
    Located/Displayed Here: None
    Tempest Cay Card 1:
    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.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    Assassination Attempt
    SS
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None
    Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
    After you act, summon and encounter a Buccaneer henchman.
    Tempest Cay Card 4:
    Tsunami
    SS
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 15
    For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
    Tempest Cay Card 5:
    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 6:
    Lady Cerise Bloodmourn
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    Captain
    Pirate
    To Acquire:
    Intelligence
    Knowledge 8
    THEN Charisma
    Diplomacy 11
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Tempest Cay Card 7:
    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.
    Tempest Cay 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.
    Tempest Cay Card 9:
    Henchman Proxy A4
    SS
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tempest Cay Card 10:
    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.

    Location #3: Windward Isle
    At This Location: If you move here, you may draw a card.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, draw a card.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Flenta/eddiephlash, Zova/Greenclaw,
    Onigumo:

    Barge
    Traits:
    While displayed at your location, you may recharge a card to display Onigumo at a location, then move to that location and examine the top card of the location. If you are commanding a ship, other characters cannot move with you. While displayed at your location, when you encounter a monster that has the Aquatic trait, you may recharge a card to evade it.

    Windward Isle Card 1:
    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.
    Windward Isle Card 2:
    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.
    Windward Isle 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.
    Windward Isle Card 4:
    Furious Broadsword +2
    SS
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d6 rolled on this check is a 6, count it as a 7.
    Windward Isle Card 5:
    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.
    Windward Isle Card 6:
    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.
    Windward Isle Card 7:
    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.
    Windward Isle Card 8:
    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.
    Windward Isle Card 9:
    Pearl of Wisdom
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Wisdom 7
    Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
    Windward Isle Card 10:
    Brinebones
    SS
    Villain 6
    Type: Monster
    Traits:
    Undead
    Dragon
    Aquatic
    To Defeat:
    Combat 32
    THEN Combat 32
    Brinebones is immune to the Electricity, Mental, and Poison traits.
    Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

    Location #4: Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:
    Rocky Cliff Card 1:
    Henchman Proxy A2
    SS
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Rocky Cliff Card 2:
    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.
    Rocky Cliff Card 3:
    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.
    Rocky Cliff Card 4:
    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.
    Rocky Cliff Card 5:
    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.
    Rocky Cliff Card 6:
    Sea Serpent
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 21
    The Sea Serpent is immune to the Cold and Fire traits.
    If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
    After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
    Rocky Cliff Card 7 (Electricity Arc Trap):
    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.

    Location #5: Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:
    Fog Bank Card 1:
    Henchman Proxy A1
    SS
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Fog Bank Card 2:
    Seaweed Siren
    SS
    Monster 6
    Traits:
    Aberration
    Siren
    Aquatic
    To Defeat:
    Wisdom 12
    THEN Wisdom 12
    THEN Wisdom 12
    The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
    If undefeated, search your deck and discard any allies, then shuffle your deck.
    Fog Bank Card 3:
    Dweller in the Deeps
    SS
    Monster 6
    Traits:
    Outsider
    Aquatic
    To Defeat:
    Combat 26
    The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
    Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
    Fog Bank Card 4:
    Vengeful Storm
    SS
    Spell 6
    Traits:
    Magic
    Divine
    Attack
    Acid
    Cold
    Electricity
    To Acquire:
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
    Fog Bank 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.
    Fog Bank Card 6:
    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.
    Fog Bank 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.
    Fog Bank Card 8:
    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.
    Fog Bank Card 9:
    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.
    Fog Bank Card 10:
    Firedrake Trap
    SS
    Barrier 6
    Traits:
    Trap
    Alchemical
    Fire
    To Defeat:
    Dexterity
    Acrobatics 18
    OR Disable
    Craft 14
    If defeated, each character at your location is dealt 1d4 Fire damage.
    If undefeated, each character at your location is dealt 2d4+1 Fire damage.

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