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

Start turn. Hour is Asmodeus. Reveal Master of Gales for location SoT power. Give Master of Gales to Mother Myrtle.

Explore Lucrehold card 2: Cannonade. Reveal Alise to succeed against the Skirmish. Take 2 structural damage upon defeating it, reduced by 2 by the Mistmourn.
Alise Grogblud: 1d6 ⇒ 5 No bad stuff

Reveal Blessing of Qi Zhong to heal 1: Our Lord in Iron, then discard it to explore, scenario also discards Staff of Weather. Card 3: Flaming Buckler Gun. Not worth going for, as I am stacked up on weapons atm.

Bury Aiger's Kiss to poor-mans-heal.
Heal: 1d4 ⇒ 1: Staff of Weather

End turn. Reset hand, drawing 3.

Flenta wrote:

Hand: Ashbringer, Alise Grogblud, Thundering Earthbreaker, Riffle Scrolls, Speed, Fly, Anathemic Volume,

Displayed:
Deck: 6 Discard: 5 Buried: 3
Current Location: Lucrehold
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): Create Mindscape, Brine's Sting, Vomit Twin, Sand Elemental, Our Lord in Iron
Recharged: Staff of Weather,
Discard Pile: Ring of Immolation, Blessing of Nethys, Speed Battleaxe, The Avalanche, Blessing of Qi Zhong,
Buried Pile: Telekinesis, Bearskin Armor, Aiger's Kiss,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapon, Arcane Item
POWERS:
Role: Martial Adept
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your Attack combat check, you may use the skill Arcane: Intelligence +2.
Shirt reroll used
Add 1d4 ([x] +1) ([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 the Gods.
Recharge Aspect of the Wolf to add Survival skill to Start of Turn check. Reveal Bearskin Armor.
FORT 10: 1d8 + 1 + 1d8 + 6 + 2 ⇒ (1) + 1 + (2) + 6 + 2 = 12

Move to Lucrehold. Explore.

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.

Intelligence 11: 2d6 ⇒ (1, 5) = 6 Fail and banish

Discard (recharge) Monkey to explore again. Discard Blessing of Wind and Waves for scenario power.

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.

Recharge Aspect of the Dinosaur to add Survival +12. Add Flenta bonus. Replace highest die with 1d4.
Combat (Strength) 20: 1d6 + 4 + 1d4 + 6 + 12 + 1d4 + 2 ⇒ (4) + 4 + (1) + 6 + 12 + (1) + 2 = 30 Defeated! Draw into hand.

Flenta follows along with her friends. It seems sticking together as a group is wise during this mission. The young shifter confidently steps forward to deal with a giant sea creature, knowing that her unique skills are well suited to dealing with such beasts.

Discard (recharge) Shadowcat to examine next card: Pirate Captain. Explore location. Discard Angelstep for scenario power.

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.

BYA: Recharge Blessing of Blessing of the Savored Sting.
Recharge Giant Sea Anemone to add Survival skill +10 to check.
Combat (Strength) 18: 1d6 + 4 + 1d4 + 6 + 10 + 1d4 + 2 ⇒ (4) + 4 + (1) + 6 + 10 + (4) + 2 = 31 Defeated and add to hand.

An angry pirate! If there is anything that Zova is more used to fighting than creatures from the deep, it is pirates with an attitude. Stepping forward once again, Zova cuts the captain down to size. "I've seen enough of this place. Let's head somewhere else!"

Banish Pirate Captain to close the location.

End Turn. Reset Hand to 9.

Zova wrote:

Hand: Blessing of Kelizandri, Blessing of Ketephys, Blessing of the Green Faith, Hippopotamus, Wendifisa Spear, Archaeopteryx, Vampire Squid, Pteranodon, Bearskin Armor,

Displayed: Aspect of the Bull, Aspect of the Tiger,
Deck: 10 Discard: 2 Buried: 1
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 [X]+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.


Blessing of Kelizandri

Good work, comrades. One to go!

Move to Shrine to Norgorbor

Sword Cane Pistol

Craft DC 10 1d12 + 6 ⇒ (10) + 6 = 16

Baby Triceratops to explore, discarding Master of the Gales*

Kepre

BYA Wisdom DC 12 1d4 + 4 ⇒ (1) + 4 = 5

I'm too well armoured for your tricks Take 3 damage, revealing Steel Ibis Lamellar to block

Vengeful Storm, with Baby Triceratops bonus[/ooc]

Combat DC 20 1d4 + 4 + 1d4 + 1d8 + 1d10 + 1d4 + 3d6 ⇒ (2) + 4 + (1) + (2) + (5) + (2) + (5, 3, 6) = 30

Crystalline Carnivore to explore, discarding Steel Ibis Lamellar

Lusca

...well, this might be awkward

BYA: 1d4 + 1 ⇒ (1) + 1 = 2 structural, reduced to 0 by Mistmorn

Meteor Swarm, Crystalline Carnivore bonus, recharging Blessing of the Elements 3

Combat DC 20 1d4 + 4 + 1d4 + 2d6 + 2d10 + 1d4 + 1d4 ⇒ (3) + 4 + (3) + (1, 6) + (4, 2) + (3) + (4) = 30

Recharge BotE 4 for character power, play Old Salt, have Crystalline Carnivore

Combat DC 20 1d4 + 2d4 + 6 + 1d4 + 1d4 ⇒ (3) + (1, 4) + 6 + (4) + (2) = 20

That was a close scrape. ZOVA! Can I borrow your cat and blessing, please? Crystalline Carnivore + Zova's Shadowcat + Zova's Blessing of Savoured Sting

Combat DC 20 1d4 + 1d4 + 1d8 + 6 ⇒ (3) + (3) + (4) + 6 = 16 + Highest of 1d4 + 1d6 + 1d8 + 1d4 ⇒ (4) + (2) + (6) + (2) = 14 = 16 + 6 = 22!

Never underestimate the power of teamwork, blaggard!

Recovery: Crystalline Carnivore Knowledge DC 11 1d8 + 3 ⇒ (5) + 3 = 8
Vengeful Storm2* Divine DC 16 1d12 + 4 + 1d4 ⇒ (4) + 4 + (1) = 9
Meteor Swarm Arcane DC 17 1d12 + 4 + 1d4 ⇒ (8) + 4 + (1) = 13

Redraw: whole hand

End of Turn Summary:
Move to Shrine
Cards 1-3 dealt with
Weapon 4 (Sword Cane Pistol +2) acquired
**Zova's Shadowcat and Blessing of Savoured Sting used**

Start of Flenta's turn: Major Cure
1d4 + 1 ⇒ (4) + 1 = 5 + 1 = heal Old Salt*, Barracuda Aiger*, Meteor Swarm, Blessing of the Elements 1, Vengeful Storm 2*, Elixir of Focus

Recovery Divine DC 10 1d12 + 4 + 1d4 ⇒ (7) + 4 + (2) = 13

Mother Myrtle wrote:

Hand: Anesthetizing Slime, Blessing of the Elements 2, Stained Glass Elemental, Bone Lamellar, Fuse Grenade, Ambrosia, Tangleburn Bag,

Displayed:
Deck: 10 Discard: 6 Buried: 5
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 Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

Start turn. Hour is Besmara. Move to Shrine. Explore card 4: Blessing of Gorum.
Str 4: 1d10 + 4 ⇒ (3) + 4 = 7 Acquired!

Recharge Anathemic Volume to play random discarded blessing: Blessing of Qi Zhong. It heals a card: Ring of Immolation, then I explore: Blessing of Hshurha. No way to pick this up without help, so banish it. My Qi Zhong buries.

Discard Blessing of Gorum to explore card 6: Coral Golem. Reveal Thundering Earthbreaker. Fighter power.
Combat 19: 1d10 + 6 + 1d12 + 2 + 1d4 + 2 ⇒ (5) + 6 + (4) + 2 + (3) + 2 = 22 Success!

Display Riffle Scrolls. Cast Fly to examine top card: Paralictor Valeria Asperixus (Henchman!). Recharge new spell: Resist Energy. End turn. Reset hand, drawing 3.

Flenta wrote:

Hand: Ashbringer, Alise Grogblud, Thundering Earthbreaker, Speed, Ring of Immolation, Create Mindscape, Brine's Sting,

Displayed: Riffle Scrolls,
Deck: 6 Discard: 4 Buried: 4
Current Location: Shrine to Norgorber
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): Staff of Weather, Our Lord in Iron, Vomit Twin, Sand Elemental
Recharged: Anathemic Volume, Resist Energy,
Discard Pile: Blessing of Nethys, Speed Battleaxe, The Avalanche, Blessing of Gorum,
Buried Pile: Telekinesis, Bearskin Armor, Aiger's Kiss, Blessing of Qi Zhong,

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


So apparently I was looking at Zova's old hand. :( Fail to defeat Lucsa, make Fort save, using Zova's BoGreenfaith:

Fort DC 11 1d8 + 3 + 1d8 ⇒ (7) + 3 + (7) = 17 Stealing Zova's Blessing of Green Faith

Lucsa shuffled back into 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.

Mistmourn:

Class 5
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.

Devil's Remains:

[s]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: 5-6D: THE SIEGE OF USHIOJOU

  • Your ship is anchored at Lucrehold.
  • At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may examine the top 2 cards of any location deck and return them in any order.
  • You may not evade henchmen or ignore any of their powers.
  • When you attempt a check against a bane, before the roll, replace your highest die with a d4.
  • Before each exploration that is not your first of the turn, discard a card.
  • To win, close all locations.

    Reward:
    For the rest of the Adventure Path, after drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck.

    Additional Rules: Plunder: Item, Spell, Weapon

    Benefits:

    5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-1A: For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.
    5-1B: For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C: For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1D: For the rest of the Adventure Path, you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-2C: For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Brine’s Sting, and 1 character may temporarily replace 1 item in his deck with the loot Farglass.
    5-2D: For the rest of the Adventure Path, 1 character may temporarily replace 1 armor in her deck with the loot Buccaneer’s Breastplate, and 1 character may temporarily replace 1 item in his deck with the loot Svingli’s Eye. At the end of each scenario, return these cards to the game box.
    5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    Amateur Swashbuckler(0000): You may check an unchecked box that precedes this reward (4 boxes) to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    5-3B: For the rest of the Adventure Path, 1 character may temporarily replace 1 item or weapon in his deck with the ally Monkey. At the end of each scenario, return that card to the game box.
    5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
    5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
    5-4B: For the rest of the Adventure Path, each character may temporarily replace 1 ally in his deck with the ally Avimar Sorrinash, Ederleigh Baines, Lady Cerise Bloodmourn, or Mase Darimar. At the end of each scenario, return these cards to the game box.
    5-4C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Immortal Dreamstone. At the end of each scenario, return the loot to the game box.
    5-4E: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5B For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss. At the end of each scenario, return the loot cards to the game box.
    5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    5-5E For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
    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.
    5-6C For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Vengeful Storm and 1 character may temporarily replace 1 weapon in his deck with the loot Crossbow of Retribution. At the end of each scenario, return these cards to the game box.

    HENCHMEN:
    PARALICTOR VALERIA ASPERIXUS
    CANNON GOLEM
    CRYPTIC RUNES
    LUCCARIA
    DRAUGR CAPTAINS

    Additional Banes:

    Scenario Level (#): 6

    Turn: 15, Zova/Greenclaw

    Random Cards:

    Monsters
    Spoiler:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper 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.

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

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

    Spoiler:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

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


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

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

    Spoiler:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

    Allies
    Spoiler:
    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:
    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:
    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:
    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.

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

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

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

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

    Current Hour:

    Blessing of 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: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 1 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 2 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 2 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 3 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 3 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 4 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/Redgar
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 5 Flenta/eddiephlash
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 6 Zova/Greenclaw
    Blessing of Zogmugot
    SS
    Blessing P
    Traits:
    Divine
    Zogmugot
    To Acquire:
    Dexterity
    Stealth
    Divine 5
    Discard this card to add 1 die to any check.
    Bury this card to choose a card from another character's discard pile and add it to your hand.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
    Hourglass Card 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 Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 9 Zova/Greenclaw
    Blessing of 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 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 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 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 15 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.

    Location #1: Fort Hazard
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Lucrehold
    Closed
    At This Location: 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 ?: 0
    Located/Displayed Here: Zova/Greenclaw, Ship is anchored here

    Location #3: 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: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, Flenta/eddiephlash, None

    Shrine to Norgorber Card 1:
    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.
    Shrine to Norgorber Card 2:
    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.
    Shrine to Norgorber Card 3:
    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.
    Shrine to Norgorber Card 4:
    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.
    Shrine to Norgorber Card 5:
    Paralictor Valeria Asperixus
    SS
    Henchman 6
    Type: Monster
    Traits:
    Human
    Hellknight
    To Defeat:
    Combat 35
    Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
    If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
    If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: Torture Pit
    Closed
    At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Torture Pit Card 1:
    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.

    Location #5: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 5 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta's Spells
    Cards Not In the Box Card 1 (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 2 (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 3 (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 4:
    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 5:
    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.


  • It's correct on my sheet, but calling out that I buried the Sword Cane Pistol for the Baby T explore. In similar vein, the Steel Ibis Lamellar is actually buried, not discarded. I fixed that on my sheet now, too. :)


    Female Human Tier 6 Shifter Character Deck

    Off turn: Recharge Blessing of Green Faith for MM's check.
    It is the hour of Asmodeus.
    Move to Shrine to Norgorber. Explore.

    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.

    Dexterity 15: 2d8 ⇒ (2, 5) = 7 Fail and banish.

    Shaking her head at the carelessness of pirates, leaving yet another armed gun lying around, Zova kicks some leaves over it so as to hopefully keep it out of sight and harm's way.

    Discard (recharge) Vampire Squid to explore again. Discard Wendifisa Spear fpr scenario effect.

    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.

    Ask for Blessing of the Elements from Mother Myrtle and local Wisdom bonus.
    Wisdom 14: 1d4 + 1d8 + 3 + 1d4 ⇒ (1) + (7) + 3 + (2) = 13
    Shirt reroll the 1.
    Wisdom 14: 1d4 + 12 ⇒ (1) + 12 = 13 Damn it!

    Zova has no attack cards or weapons in hand, so won't do any damage to others. I'm unsure of others' current hands due to the corrections of the last couple of turns, so will await everyone to do their own roll and apply any damage before ending/continuing my turn.


    MM has Fuse Grenade and Tangleburn Bag in turn order: 1d2 ⇒ 2 = 2 damage to Zova.

    Sorry!

    Rolling for Flenta, since there's no choice to be made... 1d2 ⇒ 1 = 3 more damage to Zova

    Hey! No making us beat up our friend...

    Bury: Anesthetizing Slime.

    [ooc]Recharge: Tangleburn Bag to add +1d4

    Divine DC 14 1d4 + 4 + 1d4 + 1d4 ⇒ (4) + 4 + (4) + (4) = 16

    Take that!

    [ooc]Updated hand:

    Mother Myrtle wrote:

    Hand: Stained Glass Elemental, Bone Lamellar, Fuse Grenade, Ambrosia,

    Displayed:
    Deck: 12 Discard: 6 Buried: 7
    Notes: Local: Feel free to use heals, blessings, and 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

    "Hey guys, what are you doing? Whatever I did to annoy you, I'm sorry OK!"

    Zova fends off her friends attacks as best as she can but ends up battered and bruised.

    Recharge Bearskin Armor to reduce MM's 2 Combat Damage to 0.
    Discard Hippopotamus, Archaeopteryx, Pteranodon for Flenta's damage.

    End Turn. Reset Hand to 9.

    Zova wrote:

    Hand: Blessing of Kelizandri, Blessing of Ketephys, Aspect of the Bat, Giant Raven, Moose, Baby Triceratops, Aspect of the Wolf, Monkey, Aspect of the Dinosaur,

    Displayed: Aspect of the Bull, Aspect of the Tiger,
    Deck: 6 Discard: 6 Buried: 1
    Notes: Use blessings as needed. Reroll used: Y Hero Points: 5
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+2 [X]+3 [X]+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.


    Hour of Cayden Caylen

    1d3 ⇒ 1 = me for 1d4 - 1 ⇒ (2) - 1 = 1 damage

    Will deal with in the AM


    Bury Bone Lamellar to reduce to 0, Craft DC 9 1d12 + 6 ⇒ (2) + 6 = 8

    Lusca

    So, we meet again.

    BYA 1d4 + 1 ⇒ (3) + 1 = 4, -2 from Mistmourn Do we care?

    This time, I'm prepared... and brought my friends! Fuse Granade + Flenta

    Combat DC 20 1d4 + 6 + 4d8 + 1d4 ⇒ (4) + 6 + (6, 3, 8, 1) + (3) = 31

    Pausing so my comrades can also beat the stuffing out of this monster, in appropriately cinematic fashion!

    Note: I have Ambrosia in hand, which I can use my character power to recharge to give someone a +2d4 on their check, if they'd like. Ditto Stained Glass Elemental.


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    I need to discard stuff from my last turn. Speed and Riffle scrolls. I'd have then drawn one more card during reset: Staff of Weather.

    Take the second Lusca combat. Reveal Ashbringer. Fighter Power. MM adds 2d4. Fighter Power
    Combat 20: 1d4 + 6 + 1d10 + 3 + 1d8 + 2d4 + 1d4 + 2 ⇒ (1) + 6 + (2) + 3 + (1) + (4, 4) + (2) + 2 = 25 1's become 6's, turning this to a 35. Success! Discard top of deck: Sand elemental

    Do the same thing. Get another 2d4 from MM. Recharge Ring of Immolation.
    Combat 20: 1d4 + 6 + 1d10 + 3 + 1d8 + 2d4 + 1d4 + 2 + 1d8 + 6 ⇒ (1) + 6 + (10) + 3 + (1) + (1, 1) + (4) + 2 + (5) + 6 = 40 1's become 6's, turning this to a 60! Success! Defeated! Discard top of deck again: Vomit Twin


    There's no "I" in team... but there is "Flenta" in "Beatdown"!"

    Recharging Stained Glass Elemental and Ambrosia to fuel this glorious ballet of death.

    Recovery: Fuse Grenade Craft DC 16 1d12 + 6 ⇒ (7) + 6 = 13

    Redraw: entire hand

    [b]Turn Summary:
    Card 3 dealt with

    Mother Myrtle wrote:

    Hand: Blessing of the Elements 1, Barracuda Aiger*, Elixir of Focus, Major Cure, Elixir of Healing, Mogmurch*, Meteor Swarm, Old Salt*,

    Displayed: Fuse Grenade,
    Deck: 6 Discard: 6 Buried: 8
    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).


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

    Mistmourn is wrecked after taking 4 structural damage (2 reduction is only when commanded)
    Random Roll: 1d3 ⇒ 3 Item 4 (Ring of Rat Fangs), Spell 6 (Shapechange)..will assume Item 4 gets banished

    MM's BYA -
    Random Roll: 1d4 - 1 ⇒ (3) - 1 = 21d3 ⇒ 3 Zova takes 2 mental damage which cannot be reduced

    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.

    Mistmourn:

    Class 5
    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.

    Devil's Remains:

    [s]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: 5-6D: THE SIEGE OF USHIOJOU

  • Your ship is anchored at Lucrehold.
  • At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may examine the top 2 cards of any location deck and return them in any order.
  • You may not evade henchmen or ignore any of their powers.
  • When you attempt a check against a bane, before the roll, replace your highest die with a d4.
  • Before each exploration that is not your first of the turn, discard a card.
  • To win, close all locations.

    Reward:
    For the rest of the Adventure Path, after drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck.

    Additional Rules: Plunder: Spell 6(Shapechange), Weapon
    Mistmourn is wrecked

    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.
    5-6C For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Vengeful Storm and 1 character may temporarily replace 1 weapon in his deck with the loot Crossbow of Retribution. At the end of each scenario, return these cards to the game box.

    HENCHMEN:
    PARALICTOR VALERIA ASPERIXUS
    CANNON GOLEM
    CRYPTIC RUNES
    LUCCARIA
    DRAUGR CAPTAINS

    Additional Banes:

    Scenario Level (#): 6

    Turn: 17, Flenta/eddiephlash

    Random Cards:

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

    Spoiler:
    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.

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

    Spoiler:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    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:
    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.

    Weapons
    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:
    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:
    Adamantine Trident +3
    SS
    Weapon 6
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
    If a monster has a power that increases the difficulty of a combat check, ignore that power.

    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:
    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.

    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

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

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

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

    Current Hour:

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

    Hours Remaining: 13

    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 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 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 Zogmugot
    SS
    Blessing P
    Traits:
    Divine
    Zogmugot
    To Acquire:
    Dexterity
    Stealth
    Divine 5
    Discard this card to add 1 die to any check.
    Bury this card to choose a card from another character's discard pile and add it to your hand.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
    Hourglass Card 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 Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 7 Zova/Greenclaw
    Blessing of 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 12 Flenta/eddiephlash
    Blessing of 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 13 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 13 Zova/Greenclaw
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Fort Hazard
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Lucrehold
    Closed
    At This Location: 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 ?: 0
    Located/Displayed Here: Ship is anchored here

    Location #3: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, Flenta/eddiephlash, Zova/Greenclaw, None

    Shrine to Norgorber Card 1:
    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.
    Shrine to Norgorber Card 2:
    Paralictor Valeria Asperixus
    SS
    Henchman 6
    Type: Monster
    Traits:
    Human
    Hellknight
    To Defeat:
    Combat 35
    Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
    If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
    If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: Torture Pit
    Closed
    At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Torture Pit Card 1:
    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.

    Location #5: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 5 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta's Spells
    Cards Not In the Box Card 1 (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 2 (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 3 (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 4:
    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 5:
    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

    Still a bit rattled after the beating she took at the hand of her friends, Zova gets bombarded by a wave of negative energy. Instinctively she shifts herself some tough skin to avoid further pain.

    Display Aspect of the Dinosaur to reduce BYA damage to 0.


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Start turn. Hour is BoCC. Shrine SoT power.
    Who (F, Z, MM): 1d3 ⇒ 3
    How much: 1d4 - 1 ⇒ (3) - 1 = 2
    Mother Myrtle takes 2 Force Damage.

    Display Create Mindscape. Recharge new spell: Blazing Servant. Bury Brine's Sting to poor-man's-heal.
    Swash/heal: 1d4 ⇒ 4: Vomit Twin, Sand Elemental, The Avalanche, Speed

    Explore card 1: Blessing of Pharasma. CM adds d4.
    Int 5: 1d8 + 1 + 1d4 ⇒ (6) + 1 + (4) = 11 Acquired!

    Discard it to explore card 2: Paralictor Valeria Asperixus.
    BYA Combat damage: 1d4 ⇒ 3: Discard Alise Grogblud, Thundering Earthbreaker, Staff of Weather
    Reveal Ashbringer. Fighter power. Blessing from MM
    Combat 35: 1d4 + 6 + 1d10 + 3 + 1d8 + 1d4 + 2 + 1d10 ⇒ (4) + 6 + (8) + 3 + (8) + (2) + 2 + (8) = 41 Success, forced reroll
    Combat 35: 1d4 + 6 + 1d10 + 3 + 1d8 + 1d4 + 2 + 1d10 ⇒ (1) + 6 + (7) + 3 + (5) + (1) + 2 + (10) = 35 1's become 6's, turning this into a 45, and I discard top card: Our Lord in Iron. Defeated!

    I can't close, so I'll end my turn, drawing up, and hoping that somebody else can!

    Flenta wrote:

    Hand: Ashbringer, Anathemic Volume, Resist Energy, Ring of Immolation, Blazing Servant, Vomit Twin, Sand Elemental,

    Displayed: Create Mindscape,
    Deck: 2 Discard: 8 Buried: 5
    Current Location: Shrine to Norgorber
    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): 0
    Recharged: The Avalanche, Speed,
    Discard Pile: Blessing of Nethys, Speed Battleaxe, Blessing of Gorum, Riffle Scrolls, Alise Grogblud, Thundering Earthbreaker, Staff of Weather, Our Lord in Iron,
    Buried Pile: Telekinesis, Bearskin Armor, Aiger's Kiss, Blessing of Qi Zhong, 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


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    Female Human Tier 6 Shifter Character Deck

    It is the hour of Achaekek.
    Start of turn location power:
    1-Flenta, 2-MM, 3-Zova: 1d3 ⇒ 3
    Force Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Monkey for damage.

    "By the gods of land, sea and air, let's be rid of this place!" Zova's mood has been soured by the beatings she's received and the evil aura permeating this place. She turns on her heels and heads back to the ship in a huff!

    Banish Blessing of Ketephys and Blessing of Kelizandri to close the location.

    End Turn. End Game?


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    I again forgot my extra discard, so that plus the bya damage means I'd have been hand-wiped for the baddie... I'll go ahead and fail against it, and let Zova take him out instead.


    Elixir of Focus and Barracuda Aiger* discarded

    Mother Myrtle wrote:

    Hand: Blessing of the Elements 1, Major Cure, Elixir of Healing, Mogmurch*, Meteor Swarm, Old Salt*,

    Displayed:
    Deck: 6 Discard: 9 Buried: 8
    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).


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

    OK, let's try this again.
    It is the hour of Achaekek.
    Start of turn location power:
    1-Flenta, 2-MM, 3-Zova: 1d3 ⇒ 3
    Force Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Aspect of Dinosaur reduces the damage (forgot that last time).
    Explore Shrine to Norgorber.

    "Not so fast, ladies!" A heavily armored and armed woman steps forward from behind the shrine and snarls.

    Paralictor Valeria Asperixus:

    SS
    Henchman 6
    Type: Monster
    Traits:
    Human
    Hellknight
    To Defeat:
    Combat 35
    Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
    If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
    If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BYA Combat Damage: 1d4 ⇒ 3 Aspect of the Dinosaur reduces the damage to 0.
    Recharge Baby Triceratops to add Survival +12 to the check. Replace highest die with 1d4. Add Flenta bonus.
    Combat 35: 2d6 + 4 + 1d8 + 6 + 12 + 1d4 + 1d4 + 2 ⇒ (6, 2) + 4 + (5) + 6 + 12 + (4) + (4) + 2 = 45
    Combat 35: 2d6 + 4 + 1d8 + 6 + 12 + 1d4 + 1d4 + 2 ⇒ (4, 1) + 4 + (8) + 6 + 12 + (1) + (2) + 2 = 40 Defeated!

    It's the last straw for Zova, who snaps. Charging forward in a feral rage, the shifter fends off the woman's defensive thrust and launches a breathtaking series of slashes, headbutts and kicks at the woman.

    Armor is shredded, then flesh and bone. Panting, covered in blood, but looking a little bit more sedate, Zova sighs. "OK, now can we go back to the ship? I'm starving!"

    Banish the 2 blessings to close!


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

    other plunder is a weapon 6...Flenta decides what to banish and since Zova defeated villain, last plunder remains

    COMPLETED SCENARIO 5-6D: THE SIEGE OF USHIOJOU
    Development
    You realize belatedly that Akinaru built his defenses knowing your strengths and weaknesses from your time together on the Feathered Devil. But no matter. You aren’t the same now as you were then.
    Akinaru was right about one thing; you’ve grown stronger, and his minions weren’t ready for some of the new tricks you had up your sleeve. You tried all the obvious locations, like the throne room and the great hall, but you finally found Akinaru in a secret underground complex beneath the castle, attached to the sea caves built into the cliff on which the castle was built.
    One more time, you will attempt to reason with him. If that comes to no avail, nothing will save him from your wrath.

    Reward
    For the rest of the Adventure Path, after drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck.

    Acquired Cards (* = Plunder)
    Old Salt (Ally B)
    Mogmurch (Ally P)
    Barracuda Aiger (Ally 5)
    Baby Triceratops (Ally 6)
    Baby Triceratops (Ally 6)
    Blessing of Gorum (Blessing B)
    Blessing of Pharasma (Blessing B)
    Vengeful Storm (Spell 6)
    Sword Cane Pistol +2 (Weapon 4)
    Sword Cane Pistol +2 (Weapon 4)
    Spell 6 or Weapon 6 - Flenta's choice*

    Weapon 44*
    Spell 6*
    Armor
    Item
    Ally 566
    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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    5-6E: AKINARU’S LAST CHANCE

    Akinaru shakes his head sadly at you from the front of a bizarre ship that looks like it could hardly sail. “Why must you betray me at every turn,” he laments. “I made you what you are!”
    Strange. From where you stand, he betrayed you when he left you for dead and mind-controlled your crew, but Akinaru has been unhinged ever since he found his destroyed ward, and his story seems to be changing each time he tells it. You suspect that he’s lost sight of reality. Maybe some of it really is Hao Jin’s fault for destroying his ward. Even so, the strange cocktail of pity and righteous anger you begin to feel isn’t going to stop you from ending him.
    “Can I do nothing to convince you?” Akinaru says mournfully. “Hao Jin is evil. She cared not for what she destroyed. The gods who bound the kami are evil. They delight in cruel and incommensurate punishments. Enjoying the bounty of the world is a right every living creature deserves. How can it be evil? You have proven yourselves my equal in reaching here. Work with me not as a servant but as a partner, and when we free the oni, show me how you would have us rule!”
    Unlike before, this offer is actually just a little tempting, but ultimately you can’t trust that he isn’t just lying to save himself your fury, planning on mind controlling or killing you when he has the chance.
    “You don’t trust me now. I can sense it,” he says. “You saw me on my worst day and assumed you saw my true self, so now no matter what I say, it doesn’t matter. You disappoint me... but so be it!”
    Akinaru leaps from the ship and calls forth his most powerful Chu Ye allies, while drawing from his connection to the Hao Jin Tapestry to send threads of ruby light into himself, tides of energy growing stronger and stronger. But an energy flows within you as well. You feel your righteousness brim to the top, ready to punish the oni who betrayed you.

    VILLAIN: VOIDLORD AKINARU
    HENCHMEN:
    DROWNING DEVIL
    SENTINEL DEVIL
    ONI MARINERS

    PLAYERS LOCATIONS
    1 MURDER HOLE
    1 SEA CAVES
    1 TORTURE PIT
    2 SEA FORT
    3 FORT HAZARD
    4 SHARKSKIN REEF
    5 ROCKY CLIFF
    6 RIPTIDE COVE

    DURING THIS SCENARIO

  • At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
  • When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
  • When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.

    Scenario Reward:
    Choose a type of boon other than loot and draw a boon of that type whose adventure deck number is 6
    from the game box. Adventure Card Guild characters may choose a bonus deck upgrade.


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    Random Roll: 1d6 ⇒ 21d6 ⇒ 4 Spell and 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:

    [s]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: 5-6E: AKINARU’S LAST CHANCE

    DURING THIS SCENARIO

  • At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
  • When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
  • When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.

    Additional Rules: Plunder: Spell/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.
    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.
    5-6C For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Vengeful Storm and 1 character may temporarily replace 1 weapon in his deck with the loot Crossbow of Retribution. At the end of each scenario, return these cards to the game box.

    VILLAIN: VOIDLORD AKINARU
    HENCHMEN:
    DROWNING DEVIL
    SENTINEL DEVIL
    ONI MARINERS

    Additional Banes:

    Scenario Level (#): 6

    Turn: 0, Flenta/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    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.

    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    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.

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

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

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

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

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

    Spoiler:
    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:
    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:
    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.

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Murder Hole
    At This Location: The difficulty to defeat monsters is increased by 4.
    When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
    When Permanently Closed: No effect
    M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

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

    Location #4: Sea Fort
    At This Location: If you defeat a monster during your exploration, you may immediately explore again.
    When Closing: Banish an armor.
    When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Fort Hazard
    At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
    When Closing: Bury your discard pile.
    When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None


  • MM starts at the Sea Fort

    Mother Myrtle wrote:

    Hand: Potion of Heroism, Baby Triceratops (L), Dragon's Breath, Elixir of Healing, Blessing of the Elements 1, Anesthetizing Slime, Bone Lamellar, Toff Ornelos, Crystalline Carnivore, Death's Touch,

    Displayed:
    Deck: 14 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

    Swapping in Polar Bear for Pteranodon for Deck Upgrade.

    Starting at Murder Hole.

    Zova wrote:

    Hand: Polar Bear, Blessing of Ketephys, Hippopotamus, Blessing of Kelizandri B, Witchhunter's Sword, Aspect of the Bull, Giant Raven, Aspect of the Tiger, Aspect of the Dinosaur, Wendifisa Spear, Aspect of the Bat,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Use blessings as needed. Reroll used: N Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+2 [X]+3 [X]+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.


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Same loot as always: Brine's Sting, Alise Grogblud, Aiger's Kiss, Master of the Gales, Staff of Weather. Swapping out Dragonbane Greatsword, Ice Chemist, Wounding Spear-Axe, Sklar-quah Thundercaller, Magnetic Grimoire. Start at Sea Fort. Draw Starting hand, plus two from Adv 3 reward. Then shuffle a rando ally and blessing from 6.4. Then recharge 3 to draw an ally

    Flenta wrote:

    Hand: Anathemic Volume, Summon Hellhounds, Bearskin Armor, Master of the Gales, Blessing of Nethys, Speed Battleaxe, Free Ally,

    Displayed:
    Deck: 18 Discard: 0 Buried: 0
    Current Location: Shrine to Norgorber
    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): Fly, Sand Elemental, Ashbringer, Rando Blessing, Ring of Immolation, The Avalanche, Rando Ally, Cloudburst, Our Lord in Iron, Aiger's Kiss, Staff of Weather, Thundering Earthbreaker, Blessing of Qi Zhong, Arcane Cannonade, Riffle Scrolls
    Recharged: Brine's Sting, Alise Grogblud, Create Mindscape,
    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


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    I'll take Lady Cerise Bloodmourn for my ally and Blessing of Hshurha for my blessing. For 5-P2 reward, draw Barracuda Aiger

    Flenta wrote:

    Hand: Anathemic Volume, Summon Hellhounds, Bearskin Armor, Master of the Gales, Blessing of Nethys, Speed Battleaxe, Barracuda Aiger,

    Displayed:
    Deck: 18 Discard: 0 Buried: 0
    Current Location: Sea Fort
    Hero Points: 4
    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): Cloudburst, Ashbringer, Aiger's Kiss, Arcane Cannonade, Our Lord in Iron, Riffle Scrolls, Fly, Blessing of Hshurha, Sand Elemental, The Avalanche, Ring of Immolation, Lady Cerise Bloodmourn, Staff of Weather, Thundering Earthbreaker, Blessing of Qi Zhong
    Recharged: Brine's Sting, Alise Grogblud, Create Mindscape,
    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.

    Blood Moon:
    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.

    Devil's Remains:

    [s]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: 5-6E: AKINARU’S LAST CHANCE

    DURING THIS SCENARIO

  • At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
  • When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
  • When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.

    Additional Rules: Plunder: Spell/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.
    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.
    5-6C For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Vengeful Storm and 1 character may temporarily replace 1 weapon in his deck with the loot Crossbow of Retribution. At the end of each scenario, return these cards to the game box.
    5-6D For the rest of the Adventure Path, after drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck.

    VILLAIN: VOIDLORD AKINARU
    HENCHMEN:
    DROWNING DEVIL
    SENTINEL DEVIL
    ONI MARINERS

    Additional Banes:

    Scenario Level (#): 6

    Turn: 1, MotherMyrtle/Redgar

    Random Cards:

    Monsters
    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.

    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:
    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:
    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:
    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.

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

    Weapons
    Spoiler:
    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:
    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:
    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.

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


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

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

    Spoiler:
    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:
    Blazing Servant
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    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:
    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:
    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.

    Spoiler:
    Brine Dragonhide Breastplate
    SS
    Armor 4
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 9
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

    Spoiler:
    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:
    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.

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

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

    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: 29

    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 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 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 3 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 4 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 4 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 5 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 5 Zova/Greenclaw
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/Redgar
    Blessing of 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 7 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 7 Flenta/eddiephlash
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 8 Zova/Greenclaw
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/Redgar
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 10 Flenta/eddiephlash
    Blessing of 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 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 11 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 12 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 12 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 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 Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 15 MotherMyrtle/Redgar
    Blessing of 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 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 16 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 17 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 17 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 18 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 18 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 19 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 19 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 20 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 20 Zova/Greenclaw
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 21 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 21 MotherMyrtle/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 22 Flenta/eddiephlash
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 23 Zova/Greenclaw
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 24 MotherMyrtle/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 25 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 25 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 26 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 26 Zova/Greenclaw
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 27 MotherMyrtle/Redgar
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 28 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 29 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 29 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 #1: Murder Hole
    At This Location: The difficulty to defeat monsters is increased by 4.
    When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
    When Permanently Closed: No effect
    M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Zova/Greenclaw, None

    Murder Hole Card 1:
    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.
    Murder Hole Card 2:
    Sentinel Devil
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Murder Hole 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.
    Murder Hole 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.
    Murder Hole Card 5:
    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.
    Murder Hole Card 6:
    Avimar Sorrinash
    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Murder Hole Card 7:
    Albatross
    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
    Murder Hole Card 8:
    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.
    Murder Hole Card 9:
    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.
    Murder Hole Card 10:
    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.

    Location #2: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Sea Caves Card 1:
    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.
    Sea Caves Card 2:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.
    Sea Caves 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.
    Sea Caves Card 4:
    Drowning Devil
    SS
    Henchman 6
    Type: Monster
    Traits:
    Outsider
    Devil
    Aquatic
    To Defeat:
    Combat 27
    The Drowning Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Caves Card 5:
    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.
    Sea Caves Card 6:
    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.
    Sea Caves Card 7:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.
    Sea Caves Card 8:
    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.
    Sea Caves Card 9:
    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.
    Sea Caves Card 10:
    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.

    Location #3: Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Torture Pit Card 1:
    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.
    Torture Pit Card 2:
    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.
    Torture Pit Card 3:
    Oni Mariner
    None
    Henchman 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 26
    Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Torture Pit Card 4:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Torture Pit Card 5:
    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.
    Torture Pit Card 6:
    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.
    Torture Pit Card 7:
    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.
    Torture Pit 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.
    Torture Pit Card 9:
    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.
    Torture Pit Card 10:
    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.

    Location #4: Sea Fort
    At This Location: If you defeat a monster during your exploration, you may immediately explore again.
    When Closing: Banish an armor.
    When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, Flenta/eddiephlash, None
    Sea Fort Card 1:
    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.
    Sea Fort Card 2:
    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.
    Sea Fort Card 3:
    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.
    Sea Fort Card 4:
    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.
    Sea Fort Card 5:
    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.
    Sea Fort Card 6:
    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.
    Sea Fort Card 7:
    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.
    Sea Fort Card 8:
    Voidlord Akinaru
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 35
    THEN Combat 45
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
    Sea Fort Card 9:
    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.
    Sea Fort Card 10:
    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.

    Location #5: Fort Hazard
    At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
    When Closing: Bury your discard pile.
    When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Fort Hazard 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.
    Fort Hazard Card 2:
    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.
    Fort Hazard Card 3:
    Emerald of Dexterity
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity 7
    Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
    Fort Hazard Card 4:
    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.
    Fort Hazard Card 5:
    Oni Mariner
    None
    Henchman 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 26
    Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fort Hazard Card 6:
    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.
    Fort Hazard Card 7:
    Sapphire Jellyfish
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
    Fort Hazard Card 8:
    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.
    Fort Hazard Card 9:
    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.
    Fort Hazard Card 10:
    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.

    Location #6: 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: 3 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta's Spells
    Cards Not In the Box Card 1:
    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 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.


  • Hour of the Gods

    Move to Sea Caves

    Port Peril Corsair

    BYA Damage [dice]1d4-1/dice]

    Combat DC 13


    Get. Didn't save my edit.

    1d4 - 1 ⇒ (3) - 1 = 2 recharge Bone Lamellar

    Combat 13 + (2*6) = DC 25 1d12 + 4 + 1d4 + 1d4 + 3d6 + 3 ⇒ (4) + 4 + (1) + (1) + (4, 1, 4) + 3 = 22


    That was a Death's Touch and recharge of Elixir of Healing

    Ouch! Discard: Toff Ornelos, Crystalline Carnivore, Potion of Heroism

    *Still Defeated thanks to Death's Touch

    Anesthetizing Slime to explore...

    Shackles Pirate Dragon's Breath, recharge BotE 3

    Combat 9 + 6 = DC 15 1d12 + 4 + 1d4 + 3d6 + 1d12 ⇒ (8) + 4 + (3) + (3, 6, 5) + (10) = 39

    I'm not taking any chances this time!

    Baby Triceratops to explore

    Assassination Attempt!

    It seems everyone just wants to try and kill me today.

    Using Blood Moon's Ability on my first Buccaneer

    Hey, buddy! I said I'm not in the mood for your malarky. Say, where are your Buccanears?

    Combat 8 + 6 = DC 14 1d4 + 3d6 + 1d12 ⇒ (3) + (4, 6, 2) + (7) = 22

    *Bonk* (Picture cartoon bash on head staving in the scallwag's sou'wester) Under yer Buccanhat!

    Combat 8 + 6 = DC 14 1d4 + 3d6 ⇒ (1) + (4, 1, 2) = 8

    ...it's okay, I'll throw myself out. Really, it's no trouble!

    (Pirate Shade Haunt displayed)

    Damage and Baby T irrelevant, since I already have an empty hand.

    Recovery: Death's Touch 1d12 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17
    Anesthetizing Slime 1d8 + 3 ⇒ (5) + 3 = 8
    Dragon's Breath 1d12 + 4 + 1d4 ⇒ (9) + 4 + (3) = 16

    Redraw: entire hand

    End of turn summary:
    Move to Sea Caves
    Cards 1-3 dealt with
    **Flenta and Zova each need to deal with a Buccaneer**

    Mother Myrtle wrote:

    Hand: Tangleburn Bag, Blessing of Hshurha (L), Meteor Swarm, Vengeful Storm (L), Disintegrae, Bottled Lightning, Blessing of the Elements 2, Blessing of the Elements 3,

    Displayed:
    Deck: 13 Discard: 4 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

    Buccaneer:

    SS-B henchman (monster)
    HumanPirateVeteran
    Check to defeat
    Combat
    8
    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.

    If defeated, you may immediately attempt to close the location this henchman came from


    Recharge Aspect of the Tiger to add Survival skill +10
    Combat (Strength) 14: 1d6 + 4 + 1d8 + 6 + 10 ⇒ (4) + 4 + (2) + 6 + 10 = 26

    Zova sighs as a particularly foolish pirate tries an assassination. He fails in his mission, just as he fails to keep his head attached to his neck.


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

    Flenta must encounter a Buccaneer

    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.

    Blood Moon:
    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.

    Devil's Remains:

    [s]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: 5-6E: AKINARU’S LAST CHANCE

    DURING THIS SCENARIO

  • At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
  • When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
  • When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.

    Additional Rules: Plunder: Spell/Item
    Mother Myrtle - 1 Pirate Shade Haunt

    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.
    5-6C For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Vengeful Storm and 1 character may temporarily replace 1 weapon in his deck with the loot Crossbow of Retribution. At the end of each scenario, return these cards to the game box.
    5-6D For the rest of the Adventure Path, after drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck.

    VILLAIN: VOIDLORD AKINARU
    HENCHMEN:
    DROWNING DEVIL
    SENTINEL DEVIL
    ONI MARINERS

    Additional Banes:

    Scenario Level (#): 6

    Turn: 2, Flenta/eddiephlash

    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:
    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:
    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:
    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:
    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.

    Barriers
    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:
    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:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Spoiler:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

    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:
    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:
    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.

    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:
    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.

    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:
    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:
    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.

    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:
    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.

    Armors
    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:
    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:
    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.

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

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

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

    Allies
    Spoiler:
    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:
    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:
    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:
    Ederleigh Baines
    SS
    Ally 4
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Charisma
    Diplomacy 10
    Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

    Spoiler:
    Blessing of 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.

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

    Current Hour:

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

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 1 Zova/Greenclaw
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/Redgar
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 3 Flenta/eddiephlash
    Blessing of 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 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 4 Zova/Greenclaw
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 5 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 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 Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/Redgar
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 9 Flenta/eddiephlash
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 10 Zova/Greenclaw
    Blessing of 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 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 Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 13 Zova/Greenclaw
    Blessing of 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 Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 15 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 16 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 16 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 17 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 17 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 20 MotherMyrtle/Redgar
    Blessing of 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 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 21 Flenta/eddiephlash
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 22 Zova/Greenclaw
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 24 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 24 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Murder Hole
    At This Location: The difficulty to defeat monsters is increased by 4.
    When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
    When Permanently Closed: No effect
    M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Zova/Greenclaw, None

    Murder Hole Card 1:
    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.
    Murder Hole Card 2:
    Sentinel Devil
    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Murder Hole 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.
    Murder Hole 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.
    Murder Hole Card 5:
    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.
    Murder Hole Card 6:
    Avimar Sorrinash
    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Murder Hole Card 7:
    Albatross
    SS
    Ally 5
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
    Murder Hole Card 8:
    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.
    Murder Hole Card 9:
    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.
    Murder Hole Card 10:
    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.

    Location #2: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, None
    Sea Caves Card 1:
    Drowning Devil
    SS
    Henchman 6
    Type: Monster
    Traits:
    Outsider
    Devil
    Aquatic
    To Defeat:
    Combat 27
    The Drowning Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Caves Card 2:
    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.
    Sea Caves Card 3:
    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.
    Sea Caves 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.
    Sea Caves Card 5:
    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.
    Sea Caves Card 6:
    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.
    Sea Caves Card 7:
    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.

    Location #3: Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Torture Pit Card 1:
    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.
    Torture Pit Card 2:
    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.
    Torture Pit Card 3:
    Oni Mariner
    None
    Henchman 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 26
    Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Torture Pit Card 4:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Torture Pit Card 5:
    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.
    Torture Pit Card 6:
    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.
    Torture Pit Card 7:
    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.
    Torture Pit 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.
    Torture Pit Card 9:
    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.
    Torture Pit Card 10:
    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.

    Location #4: Sea Fort
    At This Location: If you defeat a monster during your exploration, you may immediately explore again.
    When Closing: Banish an armor.
    When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Flenta/eddiephlash, None
    Sea Fort Card 1:
    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.
    Sea Fort Card 2:
    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.
    Sea Fort Card 3:
    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.
    Sea Fort Card 4:
    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.
    Sea Fort Card 5:
    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.
    Sea Fort Card 6:
    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.
    Sea Fort Card 7:
    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.
    Sea Fort Card 8:
    Voidlord Akinaru
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 35
    THEN Combat 45
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
    Sea Fort Card 9:
    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.
    Sea Fort Card 10:
    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.

    Location #5: Fort Hazard
    At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
    When Closing: Bury your discard pile.
    When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Fort Hazard 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.
    Fort Hazard Card 2:
    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.
    Fort Hazard Card 3:
    Emerald of Dexterity
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity 7
    Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
    Fort Hazard Card 4:
    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.
    Fort Hazard Card 5:
    Oni Mariner
    None
    Henchman 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 26
    Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fort Hazard Card 6:
    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.
    Fort Hazard Card 7:
    Sapphire Jellyfish
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
    Fort Hazard Card 8:
    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.
    Fort Hazard Card 9:
    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.
    Fort Hazard Card 10:
    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.

    Location #6: 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: 3 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta's Spells
    Cards Not In the Box Card 1:
    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 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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 3 ?: 0
    Located/Displayed Here: Loot Cards
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Cards Not In the Box Card 5:
    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.
    Cards Not In the Box 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.
    Cards Not In the Box Card 7:
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Cards Not In the Box Card 8:
    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.
    Cards Not In the Box Card 9:
    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.
    Cards Not In the Box Card 10:
    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.


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

    Off turn, encounter a Buccaneer. Reveal Speed Battleaxe. 5-1D reward adds another d4.
    Combat 8+##=20: 1d10 + 6 + 1d8 + 3 + 1d4 ⇒ (9) + 6 + (8) + 3 + (4) = 30 Success!

    Start turn. Hour is Hshurha. Follow MM to Sea Caves. Explore card 1: Drowning Devil. Outsider. Bury bottom of deck: Create Mindscape. Skip BYA, as I won't be casting a spell. Reveal Speed Battleaxe. Use a Recharge from MM.
    Combat 27: 1d10 + 6 + 1d8 + 3 + 2d4 ⇒ (10) + 6 + (6) + 3 + (3, 2) = 30 Success!
    Bury Master of the Gales to succeed at the AYA check.

    Attempt to close. Summon random aquatic monster: Seaweed Siren. Ask for another recharge from MM, and their Blessing of Hshurha (which recharges due to it matching the hour). And hopefully they can take the other two checks.
    Wis 12: 3d6 + 2d4 ⇒ (5, 2, 4) + (1, 2) = 14 Success!

    Closure of Sea Caves depends on MM.


    Off-Turn

    Recharges: Meteor Swarm
    Blessing of Hshurha (L)
    Bottled Lightning

    Right then. A puzzle... Recharging Vengeful storm, play BotE 2, Recharge Tangleburn Bag, play BotE 3

    Wisdom 12 + 1 = DC 13 1d12 + 4 + 2d4 + 1d12 ⇒ (6) + 4 + (3, 1) + (8) = 22

    Wisdom 12 + 1 = DC 13 1d12 + 4 + 2d4 + 1d12 ⇒ (8) + 4 + (1, 3) + (3) = 19

    Teamwork, makes the dream work!

    Mother Myrtle wrote:

    Hand: Disintegrate,

    Displayed: Pirate Shade Haunt x1,
    Deck: 17 Discard: 6 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 Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Beautiful! Sea Caves is closed. No effect when closing. Display Bearskin. End turn. Reset hand, drawing 2.

    Flenta wrote:

    Hand: Anathemic Volume, Summon Hellhounds, Blessing of Nethys, Speed Battleaxe, Barracuda Aiger, Cloudburst, Aiger's Kiss,

    Displayed: Bearskin Armor,
    Deck: 15 Discard: 0 Buried: 2
    Current Location: Sea Caves
    Hero Points: 4
    NOTES:
    Available Support: Hellhounds adds 2d6 and fire to all local combats til the end of my next turn. Barracuda can examine my full location deck.
    Other: Add 1d4 + 2 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Riffle Scrolls, Our Lord in Iron, Blessing of Hshurha, Fly, Staff of Weather, Blessing of Qi Zhong, Lady Cerise Bloodmourn, Arcane Cannonade, Thundering Earthbreaker, Ashbringer, Sand Elemental, The Avalanche, Ring of Immolation
    Recharged: Brine's Sting, Alise Grogblud,
    Discard Pile:
    Buried Pile: Create Mindscape, Master of the Gales,

    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 Norgorber.
    Display Aspect of the Bull. Display Aspect of the Bat.
    Explore (examine) Murder Hole: Giant Sea Anemone. Put it under next card and explore.

    Sentinel Devil:

    SS
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    Devil
    To Defeat:
    Combat 20
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bury top card of deck: Baby Triceratops
    Recharge Aspect of the Dinosaur to add Survival skill +12 to the check.
    Discard Wendifisa Spear before the roll.
    Combat (Strength) 24: 2d6 + 4 + 1d8 + 6 + 12 ⇒ (2, 4) + 4 + (2) + 6 + 12 = 30 Defeated and add into hand!

    Zova finds herself face-to-face with barbed, sharp-toothed devil with a long, lashing tail. It leaps towards the young shifter, who shifts into raptor form, whipping her own tail around in a powerful swat, before sinking her own set of sharp teeth into the outmatched devil's exposed neck.

    Attempt to close.

    Ruffian:

    SS-B henchman (monster)
    HumanPirateVeteran
    Check to defeat
    Combat
    7
    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.

    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.

    If defeated, you may immediately attempt to close the location this henchman came from.


    Recharge Giant Raven to add Survival skill +8 to the check.
    Combat (Strength) 17: 1d6 + 4 + 1d8 + 6 + 8 ⇒ (4) + 4 + (2) + 6 + 8 = 24
    AYA: Bury Wendifisa Spear.

    Buccaneer:

    SS-B henchman (monster)
    HumanPirateVeteran
    Check to defeat
    Combat
    8
    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.

    If defeated, you may immediately attempt to close the location this henchman came from.


    Recharge Sentinel Devil to add Survival skill +10.
    Combat (Strength) 18: 1d6 + 4 + 1d8 + 6 + 10 ⇒ (5) + 4 + (2) + 6 + 10 = 27

    Two extraordinarily foolish pirates rush to attack Zova, despite just having seen her brutally defeat the devil with her bare hands (teeth, tail and feet).

    They won't make such a mistake ever again...nor do anything else for that matter. Their lives end in an instant, at the hands of the savage young shifter.

    Location closed. No closing effect.

    End Turn. Recharge Aspect of the Bat. Reset Hand to 10 (displaying a plant).

    Zova wrote:

    Hand: Polar Bear, Blessing of Ketephys, Hippopotamus, Blessing of Kelizandri B, Witchhunter's Sword, Blessing of Kelizandri, Angelstep, Monkey, Blessing of Wind and Waves, Aspect of the Wolf,

    Displayed: Aspect of the Bull, Aspect of the Bat,
    Deck: 12 Discard: 0 Buried: 2
    Notes: Use blessings as needed. Reroll used: N Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+2 [X]+3 [X]+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.


    Hour of Milani

    Good work, I think we're making progress!

    Move to Sea Fort

    Flaming Falcata +3

    Melee 12 + 1 = DC 13 1d4 ⇒ 2

    I am a bit tired from yesterday's carousing, though. Best stop and rest me bones a while...

    Redraw: all but Disintegrate from my hand below

    End of Turn Summary:
    Move to Sea Fort
    Clear card 1

    Mother Myrtle wrote:

    Hand: Disintegrate, Elixir of Focus, Fuse Grenade, Stained Glass Elemental, Ambrosia, Steel Ibis Lamellar, Blessing of the Elements 4, Bone Lamellar,

    Displayed: Pirate Shade Haunt x1,
    Deck: 10 Discard: 6 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 Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Start turn. Hour is Abadar. Move to Fort Hazard. Banish Barracuda Aiger and recharge Cloudburst to examine the location:
    Card 1: Voidstick Zombie (M5)
    Card 2: Besmaran Priest. (A0)
    Card 3: Emerald of Dexterity (I0)
    Card 4: Cyclops (M4)
    Card 5: Oni Mariner (Henchman)
    Card 6: Phantom Fog (Ba5)
    Card 7: Sapphire Jellyfish (M5)
    Card 8: Venomous Pike +2 (W6)
    Card 9: Heartbreak Hinsin (A0)
    Card 10: Skeleton Anchor (I4)

    Explore card 1: Voidstick Zombie. Cast Cloudburst. Undead, so add d4. Fighter power adds d4 +2. Recharge new spell: Instant Armor.
    Combat 20: 1d8 + 3 + 3d6 + 1d4 + 1d4 + 2 ⇒ (6) + 3 + (1, 3, 6) + (3) + (3) + 2 = 27 Success! After the encounter, move to Sea Fort

    Discard blessing of nethys to examine 2 then explore 1. Card 1: Flaming Falcata +3. Card 2: Goblin Buckler Gun. Keep the order and go for the falcata.
    Melee 12: 1d10 + 6 ⇒ (2) + 6 = 8 Banished.

    Recharge Anathemic volume to play Nethys again to examine and explore. Nethys burues. Card 2 is still the buckler. Card 3: Lusca. Blood Moon reduces structural by 1.
    BYA Structural Damage: 1d4 + 1 - 1 ⇒ (2) + 1 - 1 = 2 Hopefully my crewmates can absorb this, otherwise I'll let it go.
    For combats, cast Summon Hellhounds. Recharge new spell: Resist Energy. Reveal Battleaxe. Fighter power.
    Combat 20: 1d10 + 6 + 1d8 + 3 + 2d6 + 1d4 + 2 ⇒ (3) + 6 + (2) + 3 + (6, 2) + (4) + 2 = 28 yes
    Next Combat 20: 1d10 + 6 + 1d8 + 3 + 2d6 + 1d4 + 2 ⇒ (7) + 6 + (7) + 3 + (6, 1) + (4) + 2 = 36 Yes!
    Last Combat 20: 1d10 + 6 + 1d8 + 3 + 2d6 + 1d4 + 2 ⇒ (5) + 6 + (5) + 3 + (5, 4) + (1) + 2 = 31 YES!!

    Free explore from defeating the monster, the buckler gun. Auto fail checks to acquire and let it banish. End turn. Reset hand, drawing 6.

    Flenta wrote:

    Hand: Speed Battleaxe, Staff of Weather, Ashbringer, Ring of Immolation, Our Lord in Iron, Blessing of Hshurha, Arcane Cannonade,

    Displayed: Bearskin Armor,
    Deck: 13 Discard: 0 Buried: 3
    Current Location: Sea Caves
    Hero Points: 4
    NOTES:
    Available Support: Free help available for anything!
    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, Riffle Scrolls, The Avalanche, Thundering Earthbreaker, Blessing of Qi Zhong, Lady Cerise Bloodmourn, Fly
    Recharged: Brine's Sting, Alise Grogblud, Aiger's Kiss, Instant Armor, Anathemic Volume, Resist Energy,
    Discard Pile:
    Buried Pile: Create Mindscape, Master of the Gales, 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

    Tl;dr Examined every card at Fort Hazard, cleared the first. Cleared the top 3 from Sea Fort.


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

    Flenta explored into Falcata but that was already dealt with. For simplicity sake I am just going to assume she encountered (and banished) the Goblin Buckler gun which was left on top and that another card was revealed at the location through the use of 2 nethys cards

    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.

    Blood Moon:
    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.

    Devil's Remains:

    [s]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: 5-6E: AKINARU’S LAST CHANCE

    DURING THIS SCENARIO

  • At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
  • When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
  • When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.

    Additional Rules: Plunder: Spell/Item
    Mother Myrtle - 1 Pirate Shade Haunt

    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.
    5-6C For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Vengeful Storm and 1 character may temporarily replace 1 weapon in his deck with the loot Crossbow of Retribution. At the end of each scenario, return these cards to the game box.
    5-6D For the rest of the Adventure Path, after drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck.

    VILLAIN: VOIDLORD AKINARU
    HENCHMEN:
    DROWNING DEVIL
    SENTINEL DEVIL
    ONI MARINERS

    Additional Banes:

    Scenario Level (#): 6

    Turn: 6, Zova/Greenclaw

    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:
    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.

    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:
    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:
    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.

    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:
    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:
    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:
    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:
    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.

    Weapons
    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.

    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:
    Adamantine Trident +3
    SS
    Weapon 6
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
    If a monster has a power that increases the difficulty of a combat check, ignore that power.

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

    Spoiler:
    Blazing Servant
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    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:
    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:
    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:
    Eel Skin Armor
    SS
    Armor 4
    Traits:
    Light Armor
    Magic
    Aquatic
    Swashbuckling
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    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 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 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 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.

    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: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 1 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 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 Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 4 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 5 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 5 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 6 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 6 Zova/Greenclaw
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 9 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 10 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 10 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 11 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 11 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 12 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 12 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 13 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 13 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 16 MotherMyrtle/Redgar
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/Redgar
    Blessing of 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 20 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 20 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 21 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 21 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 22 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 22 MotherMyrtle/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 23 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 23 Flenta/eddiephlash
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Murder Hole
    Closed
    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: Sea Caves
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Torture Pit Card 1:
    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.
    Torture Pit Card 2:
    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.
    Torture Pit Card 3:
    Oni Mariner
    None
    Henchman 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 26
    Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Torture Pit Card 4:
    Norgorber Cultist
    SS
    Monster 5
    Traits:
    Elf
    Cultist
    To Defeat:
    Combat 19
    If undefeated, discard the top 1d4 cards of the blessings deck.
    Torture Pit Card 5:
    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.
    Torture Pit Card 6:
    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.
    Torture Pit Card 7:
    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.
    Torture Pit 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.
    Torture Pit Card 9:
    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.
    Torture Pit Card 10:
    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.

    Location #4: Sea Fort
    At This Location: If you defeat a monster during your exploration, you may immediately explore again.
    When Closing: Banish an armor.
    When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, Flenta/eddiephlash, None
    Sea Fort Card 1 (Reflecting Buckler):
    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.
    Sea Fort Card 2:
    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.
    Sea Fort Card 3:
    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.
    Sea Fort 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.
    Sea Fort Card 5:
    Voidlord Akinaru
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 35
    THEN Combat 45
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
    Sea Fort Card 6:
    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.
    Sea Fort Card 7:
    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.

    Location #5: Fort Hazard
    At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
    When Closing: Bury your discard pile.
    When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Fort Hazard Card 1 (Besmaran Priest):
    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.
    Fort Hazard Card 2 (Emerald of Dexterity):
    Emerald of Dexterity
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity 7
    Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
    Fort Hazard Card 3 (Cyclops):
    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.
    Fort Hazard Card 4 (Oni Mariner):
    Oni Mariner
    None
    Henchman 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 26
    Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fort Hazard Card 5 (Phantom Fog):
    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.
    Fort Hazard Card 6 (Sapphire Jellyfish):
    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.
    Fort Hazard Card 7 (Venomous Pike +2):
    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.
    Fort Hazard Card 8 (Heartbreak Hinsin):
    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.
    Fort Hazard Card 9 (Skeleton Anchor):
    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.

    Location #6: 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: 3 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta's Spells
    Cards Not In the Box Card 1 (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 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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 3 ?: 0
    Located/Displayed Here: Loot Cards
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Cards Not In the Box Card 5:
    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.
    Cards Not In the Box 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.
    Cards Not In the Box Card 7:
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Cards Not In the Box Card 8:
    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.
    Cards Not In the Box Card 9:
    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.
    Cards Not In the Box Card 10:
    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.


  • Female Human Tier 6 Shifter Character Deck

    It is the hour of Asmodeus.
    Move to Torture Pit. Explore.

    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.

    Strength 10: 2d6 + 4 ⇒ (3, 6) + 4 = 13 Acquired!

    Zova picks up a magical pike. While she doesn't plan to use it in combat, it may come in handy opening a door, or perhaps disarming a trap.

    Discard (recharge) Hippopotamus to explore again.

    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.

    Wisdom 8: 1d8 + 3 ⇒ (5) + 3 = 8
    Auto Fail 2nd check. Banish the ally.

    Encountering a spellcasting pirate, Zova is wise enough to know not to try and talk to the druid...and passes on by.

    Discard (recharge) Monkey to explore again.

    Oni Mariner:

    None
    Henchman 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 26
    Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Random Character, 1-Flenta, 2-Myrtle, 3-Zova: 1d3 ⇒ 1
    Flenta needs to deal with a BYA Dex or Acro 11 check.
    Bury bottom card of deck: Monkey.
    Recharge Polar Bear to add Survival skill +12.
    Combat (Strength) 26: 1d6 + 4 + 1d8 + 6 + 12 ⇒ (2) + 4 + (8) + 6 + 12 = 32 Defeat and add to hand.
    Bury top card of deck: Archaeopteryx.

    Zova soon finds herself in a fight with a seafaring oni. The giant may be big and strong, but the young shifter takes on bear form and cuts the oni back down to size with a couple of powerful strikes with her claws.

    Attempt to close. Display Blessing of Wind and Waves.
    Dexterity 11: 3d8 ⇒ (6, 1, 7) = 14 Location closed. Bury Icy Boarding Pike +1.
    Recharge Blessing of Wind and Waves.
    Use Zova's power to discard Witchhunter's Sword to move to Fort Hazard.

    End Turn. Reset Hand to 10 (revealing a plant).

    Zova wrote:

    Hand: Oni Mariner, Blessing of Ketephys, Bearskin Armor, Blessing of Kelizandri B, Moose, Blessing of Kelizandri, Angelstep, Vampire Squid, Blessing of the Savored Sting, Aspect of the Wolf,

    Displayed: Aspect of the Bull,
    Deck: 10 Discard: 1 Buried: 5
    Notes: Use blessings as needed. Reroll used: N Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+2 [X]+3 [X]+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.


    Hour of Erastil

    Good work, Flenta and Zova! I'll try to root out the Villain...

    Reflecting Buckler

    Fort 10+1 DC 11 1d8 + 3 ⇒ (8) + 3 = 11

    Oooh, a shiny buckler. Hmm, maybe I can stash my Bone Lamellar here... that might get these pesky Ghosts off my tail! Bury Bone Lamellar to banish Pirate Shade Haunt

    Stained Glass Elemental to explore

    Invigorating Kukri

    Divine DC 9 1d12 + 4 + 1d4 ⇒ (11) + 4 + (4) = 19

    Heh, look at me with this armour and weapon. I must be learning something from hanging out with Flenta... now, at least, I can provide a flank! :)

    Ambrosia: 1d4 + 1 ⇒ (2) + 1 = 3 = BotE 2, Potion of Heroism, Crystalline Carnivore

    Recovery: Ambrosia Craft DC 14 Recharge Invigorating Kukri 1d12 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19

    Redraw: BotE 1, Blessing of Hshuhra (L)

    End of Turn Summary:
    Cards 1-2 at Sea Fort dealt with
    Armour 5 Acquired (Reflecting Buckler)
    Weapon 4 Acquired (Invigorating Kukri)

    Mother Myrtle wrote:

    Hand: Disintegrate, Elixir of Focus, Fuse Grenade, Steel Ibis Lamellar, Blessing of the Elements 4, Reflecting Buckler*, Blessing of the Elements 1, Blessing of Hshurha (L),

    Displayed:
    Deck: 12 Discard: 4 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 [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).


    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.

    Blood Moon:
    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.

    Devil's Remains:

    [s]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: 5-6E: AKINARU’S LAST CHANCE

    DURING THIS SCENARIO

  • At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
  • When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
  • When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.

    Additional Rules: Plunder: Spell/Item
    Mother Myrtle - 1 Pirate Shade Haunt

    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.
    5-6C For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Vengeful Storm and 1 character may temporarily replace 1 weapon in his deck with the loot Crossbow of Retribution. At the end of each scenario, return these cards to the game box.
    5-6D For the rest of the Adventure Path, after drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck.

    VILLAIN: VOIDLORD AKINARU
    HENCHMEN:
    DROWNING DEVIL
    SENTINEL DEVIL
    ONI MARINERS

    Additional Banes:

    Scenario Level (#): 6

    Turn: 8, Flenta/eddiephlash

    Random Cards:

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

    Spoiler:
    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:
    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:
    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:
    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.

    Barriers
    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:
    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:
    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:
    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:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

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

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

    Spoiler:
    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:
    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:
    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.

    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:
    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:
    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:
    Fortified Breastplate
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

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

    Current Hour:

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

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 1 Zova/Greenclaw
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 2 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 3 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 3 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 4 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 4 Zova/Greenclaw
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 7 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 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 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 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 Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 12 Flenta/eddiephlash
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 13 Zova/Greenclaw
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/Redgar
    Blessing of 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 16 Zova/Greenclaw
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/Redgar
    Blessing of 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 18 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 18 Flenta/eddiephlash
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 19 Zova/Greenclaw
    Blessing of 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 20 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 20 MotherMyrtle/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 21 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 21 Flenta/eddiephlash
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Murder Hole
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Sea Caves
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Torture Pit
    Closed
    At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #4: Sea Fort
    At This Location: If you defeat a monster during your exploration, you may immediately explore again.
    When Closing: Banish an armor.
    When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, Flenta/eddiephlash, None

    Sea Fort Card 1:
    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.
    Sea Fort 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.
    Sea Fort Card 3:
    Voidlord Akinaru
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 35
    THEN Combat 45
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
    Sea Fort Card 4:
    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.
    Sea Fort Card 5:
    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.

    Location #5: Fort Hazard
    At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
    When Closing: Bury your discard pile.
    When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Zova/Greenclaw, None
    Fort Hazard Card 1 (Besmaran Priest):
    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.
    Fort Hazard Card 2 (Emerald of Dexterity):
    Emerald of Dexterity
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity 7
    Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
    Fort Hazard Card 3 (Cyclops):
    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.
    Fort Hazard Card 4 (Oni Mariner):
    Oni Mariner
    None
    Henchman 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 26
    Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fort Hazard Card 5 (Phantom Fog):
    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.
    Fort Hazard Card 6 (Sapphire Jellyfish):
    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.
    Fort Hazard Card 7 (Venomous Pike +2):
    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.
    Fort Hazard Card 8 (Heartbreak Hinsin):
    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.
    Fort Hazard Card 9 (Skeleton Anchor):
    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.

    Location #6: 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: 3 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta's Spells
    Cards Not In the Box Card 1 (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 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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 3 ?: 0
    Located/Displayed Here: Loot Cards
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Cards Not In the Box Card 5:
    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.
    Cards Not In the Box 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.
    Cards Not In the Box Card 7:
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Cards Not In the Box Card 8:
    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.
    Cards Not In the Box Card 9:
    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.
    Cards Not In the Box Card 10:
    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.


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

    I'll take the 0 on the Mariner's BYA, then freely reveal my Ring of Immolate to reduce cold damage by 4.

    Start turn. Hour is BotG. Explore Sea Fort 1: Seaweed Siren. This thing AGAIN!? Ask for a recharge from Mother Myrtle and reveal my own Staff of Weather, and discard Arcane Cannonade to add 2d8.
    Wis 12: 1d6 + 2d4 + 2d8 ⇒ (6) + (2, 1) + (3, 2) = 14 Whew, barely!
    Hopefully Myrtle can take the other two Wis checks again? Pausing to be sure.


    Off-Turn

    Recharge my BotE 1 for char power for Flenta. Recharge my own BotE 4 for char power for me.

    Wis DC 12 1d12 + 4 + 2d4 ⇒ (10) + 4 + (4, 1) = 19

    Recharge my Elixir of Focus for character power

    Wis DC 12 1d12 + 4 + 2d4 ⇒ (11) + 4 + (3, 1) = 19

    You know, you'd probably be a more alluring monster if you change up your repertoire a bit. "Mournful Dirge" has its time and place, for sure, but it gets old on the second or third time, you know?


    Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

    Thanks Mom!
    Defeating a monster lets em explore again, card 2: Fortified Breastplate. Let it go.

    Discard Lord in Iron to explore again, card 3: Voidlord Akinaru. Villain! His "When Encountered" power prevents Fort Hazard from being guarded. Bury bottom of deck: Resist Energy for Scenario's Outsider power. BYA, banish staff of weather. First combat, reveal Ashbringer. Fighter power. Ask for recharge from MM
    Combat 35: 1d10 + 6 + 1d10 + 3 + 1d8 + 1d4 + 2 + 2d4 ⇒ (7) + 6 + (7) + 3 + (4) + (2) + 2 + (4, 2) = 37 Success

    Second combat, reveal Ashbringer. Fighter power. Recharge Ring of Immolation.
    Combat 45: 1d10 + 6 + 1d10 + 3 + 1d8 + 1d4 + 2 + 1d8 + 6 ⇒ (1) + 6 + (9) + 3 + (7) + (4) + 2 + (8) + 6 = 46 Our Lord in iron allows me to reroll the 1, I choose to do so before Ashbringer's power kicks in.
    Reroll: 45 + 1d10 ⇒ 45 + (2) = 47 Perfect

    The check had the fire trait, so no bad stuff. Villain is defeated, which closes the Sea Fort, but then escapes into Fort Hazard.

    "Ok, seriously, how are we supposed to think somebody calling themselves a "voidlord" is a real threat?"

    End turn. Reset hand, drawing 4.

    Flenta wrote:

    Hand: Speed Battleaxe, Ashbringer, Blessing of Hshurha, Thundering Earthbreaker, Blessing of Qi Zhong, The Avalanche, Fly,

    Displayed: Bearskin Armor,
    Deck: 9 Discard: 2 Buried: 4
    Current Location: Sea Fort
    Hero Points: 4
    NOTES:
    Available Support: Free help available for anything!
    Other: Add 1d4 + 2 to all local combat. My blessings add d12s to str checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lady Cerise Bloodmourn, Riffle Scrolls, Sand Elemental
    Recharged: Brine's Sting, Alise Grogblud, Aiger's Kiss, Instant Armor, Anathemic Volume, Ring of Immolation,
    Discard Pile: Arcane Cannonade, Our Lord in Iron,
    Buried Pile: Create Mindscape, Master of the Gales, Blessing of Nethys, Resist Energy,

    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.

    Blood Moon:
    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.

    Devil's Remains:

    [s]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: 5-6E: AKINARU’S LAST CHANCE

    DURING THIS SCENARIO

  • At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
  • When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
  • When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.

    Additional Rules: Sea Fort is Closed - For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    Plunder: Spell/Item
    Mother Myrtle - 1 Pirate Shade Haunt

    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.
    5-6C For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Vengeful Storm and 1 character may temporarily replace 1 weapon in his deck with the loot Crossbow of Retribution. At the end of each scenario, return these cards to the game box.
    5-6D For the rest of the Adventure Path, after drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck.

    VILLAIN: VOIDLORD AKINARU
    HENCHMEN:
    DROWNING DEVIL
    SENTINEL DEVIL
    ONI MARINERS

    Additional Banes:

    Scenario Level (#): 6

    Turn: 9, Zova/Greenclaw

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

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

    Barriers
    Spoiler:
    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:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Pirate Entertainments
    SS
    Barrier 2
    Traits:
    Obstacle
    Pirate
    Veteran
    To Defeat:
    Strength
    Ranged
    Constitution
    Fortitude 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

    Spoiler:
    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:
    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:
    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.

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

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

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

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

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

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

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

    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: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 1 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 2 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 2 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 3 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 3 Zova/Greenclaw
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 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 6 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 6 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 7 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 7 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 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 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 Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 14 Flenta/eddiephlash
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 16 MotherMyrtle/Redgar
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 17 Flenta/eddiephlash
    Blessing of Kelizandri
    SS
    Blessing 3
    Traits:
    Divine
    Kelizandri
    To Acquire:
    Constitution
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 18 Zova/Greenclaw
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 20 Flenta/eddiephlash
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Murder Hole
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Sea Caves
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Torture Pit
    Closed
    At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #4: Sea Fort
    Closed
    At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/Redgar, Flenta/eddiephlash, None

    Location #5: Fort Hazard
    At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
    When Closing: Bury your discard pile.
    When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Zova/Greenclaw, None

    Fort Hazard Card 1:
    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.
    Fort Hazard Card 2:
    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.
    Fort Hazard Card 3:
    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.
    Fort Hazard Card 4:
    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.
    Fort Hazard Card 5:
    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.
    Fort Hazard Card 6:
    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.
    Fort Hazard Card 7:
    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.
    Fort Hazard Card 8:
    Oni Mariner
    None
    Henchman 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 26
    Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fort Hazard Card 9:
    Emerald of Dexterity
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Dexterity 7
    Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
    Fort Hazard Card 10:
    Voidlord Akinaru
    None
    Villain 6
    Type: Monster
    Traits:
    Giant
    Outsider
    To Defeat:
    Combat 35
    THEN Combat 45
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

    Location #6: 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: 3 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta's Spells
    Cards Not In the Box Card 1 (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 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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 3 ?: 0
    Located/Displayed Here: Loot Cards
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Cards Not In the Box Card 5:
    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.
    Cards Not In the Box 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.
    Cards Not In the Box Card 7:
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Cards Not In the Box Card 8:
    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.
    Cards Not In the Box Card 9:
    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.
    Cards Not In the Box Card 10:
    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.


  • Female Human Tier 6 Shifter Character Deck

    It is the hour of Norgorber.
    Start of turn:

    Draugr Captain:

    SS-6 henchman (monster)
    UndeadCaptainPirate
    Check to defeat
    Combat
    27
    Powers
    The Draugr Captain is immune to the Mental and Poison traits.

    Before you act, recharge all but 1 card in your hand, then draw as many cards as you recharged.

    If defeated, you may immediately attempt to close the location this henchman came from.


    Discard Angelstep using Zova's power to evade the encounter.

    Explore Fort Hazard.

    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.

    Charisma 6: 2d6 ⇒ (3, 4) = 7 Acquired!

    Zova stumbles across a pirate priest communing with an undead pirate, perhaps a former crew member. Not eager to deal with the draugr, Zova convinces the priest to step aside for a chat.

    Discard (recharge) Moose to explore again.

    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.

    Reveal Bearskin Armor. Add Moose bonus.
    Survival 15: 1d8 + 6 + 2 + 1d8 ⇒ (7) + 6 + 2 + (7) = 22 Defeated!

    The undead pirate is unhappy at the rude snub, and conjures up a magical fog...which Zova easily avoids, no doubt annoying the draugr even further.

    Discard (recharge) Vampire Squid to explore again.

    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.

    Examine top card of deck and recharge: Blessing of the Green Faith.
    Recharge Oni Mariner to add Survival +12
    Combat (Strength) 22: 1d6 + 4 + 1d8 + 6 + 12 ⇒ (5) + 4 + (2) + 6 + 12 = 29 Defeated and add to hand.

    A cyclops interrupts Zova's chat with the cleric. Zova interrupts the flow of blood to the monster's brain with a well placed slash to his neck.

    Discard Besmaran Priest to explore again.

    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.

    Display Aspect of the Wolf to add 1d6 to Strength check. Discard Blessing of Kelizandri to add a die.
    Strength 13: 2d6 + 4 + 1d6 ⇒ (1, 6) + 4 + (3) = 14 Acquired!

    The priest bids farewell and offers Zova a weapon to aid in her future battles. Not intending to use it, the young shifter accepts it, if only to be polite to the pirate.

    End Turn. Discard Venomous Pike +2 to evade the Draugr Captain. Reset Aspect of the Wolf..

    Zova sneaks past the annoying undead pirate as she waits for her friends to arrive.

    Reset Hand to 9.

    Zova wrote:

    Hand: Cyclops, Blessing of Ketephys, Bearskin Armor, Shadowcat, Aspect of the Tiger, Blessing of Kelizandri, Aspect of the Dinosaur, Giant Raven, Blessing of the Savored Sting,

    Displayed: Aspect of the Bull,
    Deck: 10 Discard: 5 Buried: 5
    Notes: Use blessings as needed. Reroll used: N Hero Points: 6
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X]+1 [X]+2 [X]+3 [X]+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.


    Hour of Gozreh

    Hang on Zova, we're coming! Don't have all the fun without us!

    Move to Fort Hazard

    Heartbreak Hinsen

    Dex DC 4 1d4 ⇒ 2

    Diplomacy DC 7 1d4 ⇒ 2

    Now then Hinsen, don't go tryin' to break my heart...

    Blessing of Hshurah (L) to explore

    Sapphire Jellyfish

    BYA = 1d4 ⇒ 4 electricity (reveal Steel Ibis Lamellar and Reflecting Buckler to block)

    Heh, this must be magic armour. I've never known steel to reflect electricity before! Fuse Grenade + recharge Reflecting Buckler

    Combat 18-2 = DC 16 1d12 + 6 + 4d8 + 2d4 ⇒ (6) + 6 + (3, 4, 5, 3) + (1, 4) = 32

    Boom!

    Recovery:

    Recharge Craft DC 16 1d12 + 6 ⇒ (6) + 6 = 12

    Hey, Flenta! We've almost found that scurrilous villain... come here and help us search!

    Redraw: Meteor Swarm
    Vengeful Storm (L)
    Crystalline Carnivore
    Tangleburn Bag
    Bottled Lightning
    Blessing of the Elements 2

    End of Turn Summary:
    Cards 1-2 dealt with.

    Mother Myrtle wrote:

    Hand: Disintegrate, Steel Ibis Lamellar, Meteor Swarm, Vengeful Storm (L), Crystalline Carnivore, Tangleburn Bag, Bottled Lightning, Blessing of the Elements 2,

    Displayed: Fuse Grenade,
    Deck: 9 Discard: 5 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 [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).

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