[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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Skittergoblin Cardmancer

In the hour of the gods, Harsk moves to the Tower.

Explore top card, Rosie Cusswell
Cha 6: 1d4 ⇒ 3 Auto-fail

End turn, examine top card of Tower: Alchemical Glue (Item 1)
Examine top 2 blessings: BotG, Abadar. Keep the order.
End turn. Reset hand.

Harsk wrote:

Hand: Longbow, Amulet of Life, Blessing of the Gods 2, Light Crossbow, Bastard Sword

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Cards available to recharge for distant combat support 1d4 +1

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Blessing of the Gods 1 Blessing of the Gods 3 Blessing of the Gods 4 Blessing of the Gods 5 Magic Leather Armor Snow Leapord Conch Shell Caltrops Longsword Dagger
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] + 2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Survival: Wisdom +1
- Perception: Wisdom +1
Charisma d4 [ ] +1
Role Card: None
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 5/5/6,Sp 0/0/2, Ar 1/1/2 I 3/3/5 Al 1/1/4 Bl 5/5/6 = 15
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 ([x] +1) to a combat check by a character at another location.


Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

In the hour of the gods, Flenta continues exploring the Festhall.

Card 1: Constrictor Snake. Cast Mind Thrust, and discard Bestiary of Garund.
Combat 11: 1d8 + 2 + 1d6 + 1 + 1d4 ⇒ (2) + 2 + (4) + 1 + (1) = 10
Discard Burning snot for damage, bury top card: Walking Stick. Snake goes back on top of deck.Banish mind thrust, recharge new rando lvl 0 arcane spell: Black Spot.

After getting startled by a snake, Flenta tries to mind blast it, but it really just makes the snake mad. She takes a nasty bite on the arm and falls back to regroup before charging in again.

End turn, reset hand, drawing 3

Flenta wrote:

Hand (Size 5): Steal Book, Lucerne Hammer, Armor of the Sands, Blessing of the Gods, Blessing of the Spellbound 1

Current location: Festhall
Deck: 8 Discard: 2 Buried: 1
Notes: Will cast Steal book if anybody encounters an arcane Spell or Book to auto acquire it.

Skills and Powers:
Skills:

Strength d10 ☑ +1
Melee: Strength +2
Dexterity d6
Acrobatics: Dexterity +2
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d6

Powers:
Hand Size 5
Proficient with: Light Armors, Weapons
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
Boon: Amateur Swashbuckler: [] [] [] [] 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

Use the Feathered Devil as your ship (unless benefit used or ship seized).

Feathered Devil:

Ship B
Class 0
Check To Defeat:
Charisma/Diplomacy 5
OR
Wisdom /Survival 7
When Encountered: 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.
Check To Repair: Craft 4
When Commanding (Wrecked): When you would discard an ally for its power, bury it instead.

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: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

Spell

Benefits and Seized Ship Inventory:

Mother Myrtle = Mat: N Reroll:N / Wormwood / (5-1B) / (5-1C)
Harsk - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Flenta - Mat: N Reroll:N / None / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)
Zvarbel - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Zova - Mat: N Reroll:N / Mistmourn(5-1A) Used for 5-1C / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)

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.
Amateur Swashbuckler(0000): You may check an unchecked box that precedes this reward (4 boxes) to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Story Banes
Human Undead Pirates and a Ghast

Buccaneer:

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

Turn: 7, Zvarbel/LucianCarter

Random Cards:

Monsters
Spoiler:
Shackles Pirate
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:
Mercenary
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:
Bloodbug
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

Spoiler:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Spoiler:
Reefclaw
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

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

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

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

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

Spoiler:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

Spoiler:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Spoiler:
Boarding Axe
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. 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:
Frostbite
Spell C
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Arcane Armor
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

Spoiler:
Magic Weapon
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the 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 6 check to recharge this card instead of discarding it.

Spoiler:
Cure
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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:
Chain Mail
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Magic Buckler
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

Spoiler:
Benevolent Buckler
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

Spoiler:
Masterwork Tools
Item B
Traits:
Tool
Elite To Acquire:
Dexterity
Disable 7 Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Spoiler:
Eye Patch
Item C
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Spoiler:
Onyx of Constitution
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:
Conch Shell
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

Allies
Spoiler:
Carver
Ally C
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Spoiler:
Fox
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.

Spoiler:
Snow Leopard
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Spoiler:
Carver
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

Spoiler:
Blessing of Sivanah
Blessing C
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 Pharasma
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.

Top of Blessing Discard Pile:

Blessing of Abadar:
Blessing of Abadar
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.

Blessings Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Cayden Cailean
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:
Blessings Deck Card 2 /
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Sivanah
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:
Blessings Deck Card 4 /
Blessing of Besmara
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:
Blessings Deck Card 5 /
Blessing of Besmara
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:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 7 /
Blessing of Cayden Cailean
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:
Blessings Deck Card 8 /
Blessing of Besmara
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:
Blessings Deck Card 9 /
Blessing of Erastil
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:
Blessings Deck Card 10 /
Blessing of Besmara
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:
Blessings Deck Card 11 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Pharasma
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:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 15 /
Blessing of Erastil
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:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 17 /
Blessing of Pharasma
Blessing C
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:
Blessings Deck Card 18 /
Blessing of Achaekek
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:
Blessings Deck Card 19 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 21 /
Blessing of Erastil
Blessing C
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:
Blessings Deck Card 22 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 23 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Flenta/eddiephlash, None

Festhall Card 1 (Constrictor Snake):
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Festhall Card 2:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Festhall Card 3:
Deckhand
Ally C
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Festhall Card 4:
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 10 If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait.
If defeated, you may immediately attempt to close the location this henchman came from.

Festhall Card 5:
Vomit Twin
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.

Festhall Card 6:
Blessing of Achaekek
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.

Festhall Card 7:
Thieves' Tools
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

Festhall Card 8:
Giffer Tibbs
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.

Festhall Card 9:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Location #2: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Scar Bay Card 1:
Alchemist's Fire
Item C
Traits:
Liquid
Attack
Fire
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Scar Bay Card 2:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Scar Bay Card 3:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Scar Bay Card 4:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Scar Bay Card 5:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Scar Bay Card 6:
Skeleton
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Scar Bay Card 7:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Scar Bay Card 8:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 9:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Scar Bay Card 10:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Location #3: 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: 1 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zova/Greenclaw, Feathered Devil Anchored Here

Sea Fort Card 1 (Harpoon):
Harpoon
Weapon C
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Sea Fort Card 2:
Sap
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6 Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Sea Fort Card 3:
Leather Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Sea Fort Card 4:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Sea Fort Card 5:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.

Sea Fort Card 6:
Captain
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Ghol-Gan Ruins Card 2:
Water Elemental
Monster C
Traits:
Elemental
Aquatic
Basic
To Defeat:
Combat 12 The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.

Ghol-Gan Ruins Card 3:
Large Chest
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.

Ghol-Gan Ruins Card 4:
Blessing of Besmara
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.

Ghol-Gan Ruins Card 5:
Goblin Pegleg
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

Ghol-Gan Ruins Card 6:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 7:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Ghol-Gan Ruins Card 8:
Hydraulic Push
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Ghol-Gan Ruins Card 9:
Shackles Pirate
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.

Ghol-Gan Ruins Card 10:
Devilfish
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10 If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

Location #5: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zvarbel/LucianCarter, MotherMyrtle/Redgar, None

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Docks Card 1:
Powder Horn
Item C
Traits:
Tool
Alchemical
Basic To Acquire:
Ranged
Intelligence
Craft 6 Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Docks Card 2:
Jinx Eater
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Docks Card 3:
Sea Drake
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.

Docks Card 4:
Benevolent Buckler
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Docks Card 5:
Owlbeartross
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.

Docks Card 6:
Tot Flask
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.

Docks Card 7:
Rum Bottle
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Docks Card 8:
Ruffian
Henchman C
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Docks Card 9:
Treasure Map
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Docks Card 10:
Animalbane Dagger +1
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Harsk/Baerlie, None

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

Tower Card 2:
Dire Rat
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6 If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.

Tower Card 3:
Black Spot
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Tower Card 4:
Ruffian
Henchman C
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Tower Card 5:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Tower Card 6:
Barroom Brawl
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.

Tower Card 7:
Ambush
Barrier C
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.

Tower Card 8:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

Tower Card 9:
Main-Gauche
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite To Acquire:
Strength
Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Aba-darba-do!

Zvarbel gets a hankering for fresh seafood and heads to the docks. She stumbles upon a Powder Horn.

Int 6: 1d8 ⇒ 3

Discard Defensive Shock to cycle hand.

Zvarbel wrote:

Hand: Magus Arcana, Blessing of the Gods , Dwarven Clawhammer, Terhk Fourwinds,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).


Female Human Tier 6 Shifter Character Deck

It is the hour of Cayden Cailean.
Explore Sea Fort

Harpoon:

Weapon C
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Dexterity 7: 1d8 ⇒ 6 Fail and banish

Discard Shock Lizard to explore again.

Sap:

Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6 Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Strength 6: 1d6 ⇒ 6 Acquired!

Zova explores the sea fort, finding a small cache of weapons. Not particularly interested in trying to learn how to use a harpoon, she instead decides to claim a non-lethal weapon that is more to her liking.

End Turn. Reset Hand.

Zova wrote:

Hand: Hatchet, Cloud Puff, Aspect of the Hawk, Bat, Erutaki Coat, Sap, Blessing of Kelizandri,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards:

Skills and Powers:
SKILLS

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

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


Hour of Gorum

Well, we've dealt with trouble at the Lonely Island, I'd best find a spot where I can see more trouble afoot... Move to the Tower

Alchemical Glue

Craft DC 7 1d12 + 4 ⇒ (5) + 4 = 9

Phew! Nearly had a sticky situation there.

BotElements 4 to explore

Dire Rat!

Aha! Just what I need for my cauldron... Acid Flask + BotE 1 Recharge

Combat DC 8 1d4 + 2d6 + 1d4 ⇒ (1) + (4, 3) + (2) = 10

*plop* And into the stew you go!

Recharge Acid Flask Knowledge DC 7 1d8 + 3 ⇒ (1) + 3 = 4

Rats! Dropped the flask.

Discard: Alchemical Glue*

Redraw: Druid of the Flame, Potion of Healing, Alchemist's Kit

Let's see what I can spy from up here... Top 2 Blessings: Sivannah, Besmara

End of Turn Summary:
@ Tower, Cards 1-2 dealt with.
Item 1 acquired (Alchemical Glue).
ASAP on Harsk's turn, display Alchemist's Kit.

Mother Myrtle wrote:

Hand: Druid of the Flame, Blessing of the Elements 2, Lab Coat, Stained Glass Elemental, Potion of Healing,

Displayed: Alchemist's Kit,
Deck: 8 Discard: 3 Buried: 1
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.


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

Use the Feathered Devil as your ship (unless benefit used or ship seized).

Feathered Devil:

Ship B
Class 0
Check To Defeat:
Charisma/Diplomacy 5
OR
Wisdom /Survival 7
When Encountered: 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.
Check To Repair: Craft 4
When Commanding (Wrecked): When you would discard an ally for its power, bury it instead.

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: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

Spell

Benefits and Seized Ship Inventory:

Mother Myrtle = Mat: N Reroll:N / Wormwood / (5-1B) / (5-1C)
Harsk - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Flenta - Mat: N Reroll:N / None / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)
Zvarbel - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Zova - Mat: N Reroll:N / Mistmourn(5-1A) Used for 5-1C / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)

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.
Amateur Swashbuckler(0000): You may check an unchecked box that precedes this reward (4 boxes) to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Story Banes
Human Undead Pirates and a Ghast

Buccaneer:

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

Turn: 10, Harsk/Baerlie

Random Cards:

Monsters
Spoiler:
Crab Swarm
Monster C
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Spoiler:
Cecaelia
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:
Vine Choker
Monster 1
Traits:
Aberration
Plant
Elite
To Defeat:
Combat 10 The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

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

Spoiler:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

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

Spoiler:
Illusory Wall
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:
Barroom Brawl
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:
Man Overboard
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

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

Weapons
Spoiler:
Boarding Axe
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Whip
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Spoiler:
Harpoon
Weapon C
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Spoiler:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Spells
Spoiler:
Sphere of Fire
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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:
Call Weapon
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Fear
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Wooden Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge 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.

Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

Spoiler:
Benevolent Buckler
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Items
Spoiler:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Spoiler:
Amulet of Life
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

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

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

Spoiler:
Potion of Healing
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:
Parrot
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Spoiler:
Master-at-Arms
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

Spoiler:
Turtle
Ally C
Traits:
Animal
Aquatic
Basic To Acquire:
Wisdom
Survival 5 Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

Spoiler:
Dodo
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 5 Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Blessings
Spoiler:
Blessing of Cayden Cailean
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
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Top of Blessing Discard Pile:

Blessing of Sivanah:
Blessing of Sivanah
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.

Blessings Remaining: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Besmara
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:
Blessings Deck Card 2 /
Blessing of Besmara
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:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 4 /
Blessing of Cayden Cailean
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:
Blessings Deck Card 5 /
Blessing of Besmara
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:
Blessings Deck Card 6 /
Blessing of Erastil
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:
Blessings Deck Card 7 /
Blessing of Besmara
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:
Blessings Deck Card 8 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Pharasma
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:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 12 /
Blessing of Erastil
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:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 14 /
Blessing of Pharasma
Blessing C
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:
Blessings Deck Card 15 /
Blessing of Achaekek
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:
Blessings Deck Card 16 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 18 /
Blessing of Erastil
Blessing C
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:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Flenta/eddiephlash, None

Festhall Card 1 (Constrictor Snake):
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Festhall Card 2:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Festhall Card 3:
Deckhand
Ally C
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Festhall Card 4:
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 10 If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait.
If defeated, you may immediately attempt to close the location this henchman came from.

Festhall Card 5:
Vomit Twin
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.

Festhall Card 6:
Blessing of Achaekek
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.

Festhall Card 7:
Thieves' Tools
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

Festhall Card 8:
Giffer Tibbs
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.

Festhall Card 9:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Location #2: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Scar Bay Card 1:
Alchemist's Fire
Item C
Traits:
Liquid
Attack
Fire
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Scar Bay Card 2:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Scar Bay Card 3:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Scar Bay Card 4:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Scar Bay Card 5:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Scar Bay Card 6:
Skeleton
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Scar Bay Card 7:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Scar Bay Card 8:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 9:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Scar Bay Card 10:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Location #3: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zova/Greenclaw, Feathered Devil Anchored Here

Sea Fort Card 1:
Leather Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Sea Fort Card 2:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Sea Fort Card 3:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.

Sea Fort Card 4:
Captain
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Ghol-Gan Ruins Card 2:
Water Elemental
Monster C
Traits:
Elemental
Aquatic
Basic
To Defeat:
Combat 12 The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.

Ghol-Gan Ruins Card 3:
Large Chest
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.

Ghol-Gan Ruins Card 4:
Blessing of Besmara
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.

Ghol-Gan Ruins Card 5:
Goblin Pegleg
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

Ghol-Gan Ruins Card 6:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 7:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Ghol-Gan Ruins Card 8:
Hydraulic Push
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Ghol-Gan Ruins Card 9:
Shackles Pirate
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.

Ghol-Gan Ruins Card 10:
Devilfish
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10 If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

Location #5: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zvarbel/LucianCarter, None

Docks Card 1:
Jinx Eater
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Docks Card 2:
Sea Drake
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.

Docks Card 3:
Benevolent Buckler
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Docks Card 4:
Owlbeartross
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.

Docks Card 5:
Tot Flask
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.

Docks Card 6:
Rum Bottle
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

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

Docks Card 8:
Treasure Map
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Docks Card 9:
Animalbane Dagger +1
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/Baerlie, MotherMyrtle/Redgar, None

Tower Card 1:
Black Spot
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Tower Card 2:
Ruffian
Henchman C
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Tower Card 3:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Tower Card 4:
Barroom Brawl
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.

Tower Card 5:
Ambush
Barrier C
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.

Tower Card 6:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

Tower Card 7:
Main-Gauche
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite To Acquire:
Strength
Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.


Skittergoblin Cardmancer

In the hour of Sivanah, Harsk continues exploring the Tower.

Explore card 1: Black Spot. Flenta casts Steal Book to auto-acquire it.

Discard Botg to explore card 2: Ruffian. Reveal Light Crossbow.
Combat 7 + 1 = 8 [/dice: 1d10 + 4 + 1d8 ⇒ (2) + 4 + (8) = 14 Defeated!
AYA, nothing applicable to bury.

Attempt to close. Use Mother Myrtle's blessing
Dex 7: 2d10 + 1 ⇒ (2, 8) + 1 = 11 Tower is closed!

End turn. Examine top 2 blessings: Besmara and Besmara. Reset hand, drawing 1.

Harsk wrote:

Hand: Longbow, Amulet of Life, Light Crossbow, Bastard Sword, Blessing of the Gods 1

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Cards available to recharge for distant combat support 1d4 +1

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Blessing of the Gods 3 Blessing of the Gods 4 Blessing of the Gods 5 Magic Leather Armor Snow Leapord Conch Shell Caltrops Longsword Dagger
Recharged:
Discard Pile:Blessing of the Gods 2
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] + 2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Survival: Wisdom +1
- Perception: Wisdom +1
Charisma d4 [ ] +1
Role Card: None
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 5/5/6,Sp 0/0/2, Ar 1/1/2 I 3/3/5 Al 1/1/4 Bl 5/5/6 = 15
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 ([x] +1) to a combat check by a character at another location.


Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

On Harsk's turn, cast Steal book to acquire (another) Black Spot. Recharge rando lvl 0 arcane spell: Call Weapon.

Start of turn, blessing is Besmara. Explore card 1: Constrictor Snake. Cast Black spot to lower the difficulty by 2. Reveal hammer.
Combat 11 - 2 = 9: 1d10 + 3 + 1d12 ⇒ (2) + 3 + (7) = 12 Defeated!
Recharge rando lvl 0 arcane spell: Fear

Discard BotG to explore card 2: Zombie. Reveal hammer. Ask Harsk for suppressing fire
Combat 9: 1d10 + 3 + 1d12 + 1d4 + 1 ⇒ (4) + 3 + (12) + (2) + 1 = 22 Defeated!

Discard BotS to explore card 3: Deckhand.
Cha 6: 1d6 ⇒ 6 Acquired!

Discard deckhand to explore card 4: Owlbear Hartshorn. Deckhand adds swashbuckling, so difficulty is increased by 6. Reveal hammer, and ask Harsk for another suppressing fire shot and location adds d4 for the aforementioned swashbuckling

Combat 16: 1d10 + 3 + 1d12 + 1d4 + 1 + 1d4 ⇒ (1) + 3 + (1) + (1) + 1 + (1) = 8 Wow! Use shirt reroll on the d12.
Combat 16: 1 + 3 + 1d12 + 1 + 1 + 1 ⇒ 1 + 3 + (11) + 1 + 1 + 1 = 18 Haha! Defeated!

Attempt to close, summon Buccaneer. Reveal and discard recharge hammer.
Combat 8 + 1 = 9: 1d10 + 3 + 1d12 + 1d10 ⇒ (9) + 3 + (1) + (9) = 22 Defeated!
Festhall closed! Auto fail Cha when closed check, so no free allies.

End turn, reset hand, drawing 4

Flenta wrote:

Hand (Size 5): Armor of the Sands, Long Sword, Crowbar, Magical Child, Bestiary of Garund

Current location: Festhall
Deck: 7 Discard: 5 Buried: 1
Notes: Will discard Magical Child to add Magic trait to any check.

Skills and Powers:
Skills:

Strength d10 ☑ +1
Melee: Strength +2
Dexterity d6
Acrobatics: Dexterity +2
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d6

Powers:
Hand Size 5
Proficient with: Light Armors, Weapons
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
☑ Shirt reroll used
Boon: Amateur Swashbuckler: [] [] [] [] 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


1 person marked this as a favorite.
Skittergoblin Cardmancer

Harsk recharged Longbow, then Bastard sword to help boost Flenta's ego defeat some monsters.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Besmara continues to rule the hour.

Meanwhile, under the boardwalk...

Explore Docks Card 1

It's a strange bird person.

Jinx Eater:

Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Sadly the two do not share a common language.

Autofail

Discard Blessing of the Gods to explore again.

Zvarbel ventures to the water, and soon regrets it.

Sea Drake:

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.

Auto fail dex check

Electricity damage: 1d4 ⇒ 1

Discard Terhk Fourwinds

Reveal Clawhammer and put Magus Arcana on top of the deck

[dice=Combat 14][/dice]
Current dice d10+1+d4+d8

Pause to discuss.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Harsk adds d4+1

Combat 14: 1d10 + 1 + 1d4 + 1d8 + 1d4 + 1 ⇒ (5) + 1 + (4) + (8) + (2) + 1 = 21

The creature falls to the shore, dying.

End turn

Zvarbel wrote:

Hand: Spellcharger Jerkin, Blessing of the Gods 2, Dwarven Clawhammer, Compass,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).


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

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

Use the Feathered Devil as your ship (unless benefit used or ship seized).

Feathered Devil:

Ship B
Class 0
Check To Defeat:
Charisma/Diplomacy 5
OR
Wisdom /Survival 7
When Encountered: 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.
Check To Repair: Craft 4
When Commanding (Wrecked): When you would discard an ally for its power, bury it instead.

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: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

Spell

Benefits and Seized Ship Inventory:

Mother Myrtle = Mat: N Reroll:N / Wormwood / (5-1B) / (5-1C)
Harsk - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Flenta - Mat: N Reroll:N / None / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)
Zvarbel - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Zova - Mat: N Reroll:N / Mistmourn(5-1A) Used for 5-1C / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)

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.
Amateur Swashbuckler(0000): You may check an unchecked box that precedes this reward (4 boxes) to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Story Banes
Human Undead Pirates and a Ghast

Buccaneer:

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

Turn: 13, Zova/Greenclaw

Random Cards:

Monsters
Spoiler:
Vine Choker
Monster 1
Traits:
Aberration
Plant
Elite
To Defeat:
Combat 10 The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Spoiler:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Spoiler:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Spoiler:
Rat Swarm
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Spoiler:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

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

Spoiler:
Illusory Wall
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:
Dead Man's Chest
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13 If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Treasure Hunt
Barrier C
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:
Man Overboard
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Weapons
Spoiler:
Whip
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Spoiler:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

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

Spoiler:
Boarding Axe
Weapon C
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. 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:
Rapier
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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:
Inflict
Spell C
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Strength
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength 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:
Aid
Spell B
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6 Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Instant Armor
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:
Phantasmal Minion
Spell C
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character at any location.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Wooden Armor
Armor C
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

Spoiler:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Items
Spoiler:
Blast Stone
Item C
Traits:
Object
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.

Spoiler:
Amulet of Life
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

Spoiler:
Powder Horn
Item C
Traits:
Tool
Alchemical
Basic To Acquire:
Ranged
Intelligence
Craft 6 Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Spoiler:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Spoiler:
Masterwork Tools
Item B
Traits:
Tool
Elite To Acquire:
Dexterity
Disable 7 Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Allies
Spoiler:
Surgeon
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6 Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.

Spoiler:
Old Salt
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:
Captain
Ally C
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

Spoiler:
Crimson Cogward
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Sailor
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Cayden Cailean
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:
Blessings Deck Card 2 /
Blessing of Besmara
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:
Blessings Deck Card 3 /
Blessing of Erastil
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:
Blessings Deck Card 4 /
Blessing of Besmara
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:
Blessings Deck Card 5 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Pharasma
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:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 9 /
Blessing of Erastil
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:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 11 /
Blessing of Pharasma
Blessing C
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:
Blessings Deck Card 12 /
Blessing of Achaekek
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:
Blessings Deck Card 13 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 15 /
Blessing of Erastil
Blessing C
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:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: Festhall
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta/eddiephlash, None

Location #2: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Scar Bay Card 1:
Alchemist's Fire
Item C
Traits:
Liquid
Attack
Fire
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Scar Bay Card 2:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Scar Bay Card 3:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Scar Bay Card 4:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Scar Bay Card 5:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Scar Bay Card 6:
Skeleton
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Scar Bay Card 7:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Scar Bay Card 8:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 9:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Scar Bay Card 10:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Location #3: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zova/Greenclaw, Feathered Devil Anchored Here

Sea Fort Card 1:
Leather Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Sea Fort Card 2:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Sea Fort Card 3:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.

Sea Fort Card 4:
Captain
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Ghol-Gan Ruins Card 2:
Water Elemental
Monster C
Traits:
Elemental
Aquatic
Basic
To Defeat:
Combat 12 The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.

Ghol-Gan Ruins Card 3:
Large Chest
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.

Ghol-Gan Ruins Card 4:
Blessing of Besmara
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.

Ghol-Gan Ruins Card 5:
Goblin Pegleg
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

Ghol-Gan Ruins Card 6:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 7:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Ghol-Gan Ruins Card 8:
Hydraulic Push
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Ghol-Gan Ruins Card 9:
Shackles Pirate
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.

Ghol-Gan Ruins Card 10:
Devilfish
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10 If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

Location #5: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zvarbel/LucianCarter, None

Docks Card 1:
Benevolent Buckler
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Docks Card 2:
Owlbeartross
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.

Docks Card 3:
Tot Flask
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.

Docks Card 4:
Rum Bottle
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Docks Card 5:
Ruffian
Henchman C
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Docks Card 6:
Treasure Map
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

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

Location #7: Tower
Closed
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Harsk/Baerlie, MotherMyrtle/Redgar, None


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Harsk needs to recharge a card from the Drake and the party needs to discard a card for the 1 structural damage from Sea Drake AYA.


Female Human Tier 6 Shifter Character Deck

Off turn: Discard Sap for Structural Damage.
It is the hour of The Gods
Explore Sea Fort

Leather Armor:

Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Auto acquire with Fortitude +1

Discard Bat to explore again.

Zova finds and decides to put on a discarded set of plain leather armor. She is caught in the act by a rough looking pirate who doesn't like his stolen goods being stolen by somebody else. "Get yer stinkin' 'ands offa me loot ya scurvy lookin' sea urchin!"

EDIT: no close checks occuring.

Arron Ivy:

Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Bury Cloud Puff to ignore BYA power. Auto recharge at Survival 5 with a +4 on the roll.
Display Aspect of the Hawk. Add 1d4 from Bat for first check.
Combat (Survival) 11: 1d8 + 4 + 1d6 + 1 + 1d4 ⇒ (3) + 4 + (1) + 1 + (2) = 11
Recharge Hatchet for second check and discard Leather Armor to add 1d6 via Aspect of the Hawk.
Combat (Survival) 13: 1d8 + 4 + 1d6 + 1 + 1d6 + 1d6 ⇒ (2) + 4 + (5) + 1 + (4) + (2) = 18 Success!
Location Closed!

Zova shifts into the form of a hawk, managing to catch the pirate by surprise and get the better of him in a quick skirmish. Cutting his losses while he can, he ducks away when things starting looking bad and escapes through the fort.

End Turn. Recharge Aspect of the Hawk. Reset Hand to 7.

Zova wrote:

Hand: Blessing of the Green Faith 1, Aspect of the Mouse, Amulet of Mighty Fists, Blessing of the Green Faith 2, Erutaki Coat, Snow Leopard, Blessing of Kelizandri,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards:

Skills and Powers:
SKILLS

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

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


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

Use the Feathered Devil as your ship (unless benefit used or ship seized).

Feathered Devil:

Ship B
Class 0
Check To Defeat:
Charisma/Diplomacy 5
OR
Wisdom /Survival 7
When Encountered: 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.
Check To Repair: Craft 4
When Commanding (Wrecked): When you would discard an ally for its power, bury it instead.

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: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
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.
Additional Rules:

Plunder:

Spell

Benefits and Seized Ship Inventory:

Mother Myrtle = Mat: N Reroll:N / Wormwood / (5-1B) / (5-1C)
Harsk - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Flenta - Mat: N Reroll:N / None / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)
Zvarbel - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Zova - Mat: N Reroll:N / Mistmourn(5-1A) Used for 5-1C / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)

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.
Amateur Swashbuckler(0000): You may check an unchecked box that precedes this reward (4 boxes) to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Story Banes
Human Undead Pirates and a Ghast

Buccaneer:

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

Turn: 14, MotherMyrtle/Redgar

Random Cards:

Monsters
Spoiler:
Sea Drake
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14 The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.

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

Spoiler:
Marine
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:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Spoiler:
Rat Swarm
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Barriers
Spoiler:
Hull Damage
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:
Man Overboard
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Spoiler:
Pirate Hunting
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
Barrier C
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:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

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

Spoiler:
Cutlass
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Spoiler:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Spells
Spoiler:
Arcane Armor
Spell C
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
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:
Detect Magic
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

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

Spoiler:
Black Spot
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Magic Chain Shirt
Armor C
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Fortified Leather Armor
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

Spoiler:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Items
Spoiler:
Bracers of Protection
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 3 Recharge this card to reduce Combat damage dealt to you by 1.

Spoiler:
Astrolabe
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

Spoiler:
Goblin Lockpick
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6 Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist


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

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

Spoiler:
Old Salt
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:
Lookout
Ally C
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Spoiler:
Captain
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Turtle
Ally C
Traits:
Animal
Aquatic
Basic To Acquire:
Wisdom
Survival 5 Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

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

Spoiler:
Blessing of Achaekek
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.

Top of Blessing Discard Pile:

Blessing of Cayden Cailean:
Blessing of Cayden Cailean
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.

Blessings Remaining: 16

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Besmara
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:
Blessings Deck Card 2 /
Blessing of Erastil
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:
Blessings Deck Card 3 /
Blessing of Besmara
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:
Blessings Deck Card 4 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Pharasma
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:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 8 /
Blessing of Erastil
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:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 10 /
Blessing of Pharasma
Blessing C
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:
Blessings Deck Card 11 /
Blessing of Achaekek
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:
Blessings Deck Card 12 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 14 /
Blessing of Erastil
Blessing C
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:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: Festhall
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta/eddiephlash, None

Location #2: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: None

Scar Bay Card 1:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Scar Bay Card 2:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Scar Bay Card 3:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Scar Bay Card 4:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Scar Bay Card 6:
Skeleton
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Scar Bay Card 7:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Scar Bay Card 8:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Scar Bay Card 9:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Scar Bay Card 10:
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Scar Bay Card 11:
Alchemist's Fire
Item C
Traits:
Liquid
Attack
Fire
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Location #3: 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: Zova/Greenclaw, Feathered Devil Anchored Here

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None

Ghol-Gan Ruins Card 1:
Goblin Pegleg
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


Ghol-Gan Ruins Card 2:
Large Chest
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.

Ghol-Gan Ruins Card 3:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Ghol-Gan Ruins Card 4:
Water Elemental
Monster C
Traits:
Elemental
Aquatic
Basic
To Defeat:
Combat 12 The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.

Ghol-Gan Ruins Card 5:
Devilfish
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10 If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

Ghol-Gan Ruins Card 6:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 7:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Ghol-Gan Ruins Card 8:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 9:
Blessing of Besmara
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.

Ghol-Gan Ruins Card 10:
Hydraulic Push
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Ghol-Gan Ruins Card 11:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #5: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Zvarbel/LucianCarter, None

Docks Card 1:
Treasure Map
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Docks Card 2:
Rum Bottle
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Docks Card 3:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Docks Card 4:
Ruffian
Henchman C
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Docks Card 5:
Animalbane Dagger +1
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

Docks Card 6:
Owlbeartross
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.

Docks Card 7:
Tot Flask
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.

Docks Card 8:
Benevolent Buckler
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Location #7: Tower
Closed
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Harsk/Baerlie, MotherMyrtle/Redgar, None


Skittergoblin Cardmancer

Harsk Recharged Amulet of Life for Zvarbel's combat and her BotG from the drake. Only Light crossbow left.


Hour of Cayden Cailen

Oh my, plenty of excitement about today! Lets take a trip to the docks...

Treasure Map!

Let's see where this leads us to, eh, Zvarbel?

Survival DC 6 1d12 + 4 ⇒ (12) + 4 = 16

Avast! There be... Examine: Rum Bottle Rum!!! Add to hand.

I think I have just the decanter for this drink... Recharge Stained Glass Elemental to explore.

Aaron Ivy!

Mother Myrtle gazes into the distance, visions of glory dancing in her head...

Spoiler:

Undead incoming! Prepare to repel boarders! Tip the boiling cauldron!

Bury the displayed Alchemist's kit to draw from discard: 1d4 + 1 ⇒ (3) + 1 = 4 = all = Acid Flask, Alchemical Glue*

Uh-oh, I've mixed up my cocktails...

Shuffle Rum Bottle* and Acid Flask back into deck

Eat hot soup, undead fiend!

Banish Alchemical Glue to evade the encounter, putting the villain back on the deck.

Well, that's one way out of a sticky situation...

Use Potion of Healing: 1d4 ⇒ 4 = both blessings and the potion!

Well, no use crying over spilled rum. Zvarbel, I think we'll have company soon...

Redraw hand:Alchemist's Fire 1
Lightning Touch 1
Blessing of the Elements 4
Potion of Healing

End of Turn Summary:
@ Docks, Cards 1, 2 dealt with.
Villain on top of Docks!
Acquired an Item B (Rum Bottle), banished another previously pilfered item B (Alchemical Glue)

Voluntarily fail all the checks

*scratch* Oy! You ripped my Lab Coat! Bury Lab Coat off of first check *scratch* OUCH! That hurt! Discard hand

Zvarbel, look-out! Nasty oogity-boogity incoming... where did he go? Villain stays on top of deck[/b]

[ooc]Redraw: entire hand

End of Turn Summary:
@ Docks, cards 1-2 dealt with.
Villain in deck, deck shuffles.
Item B (Rum Bottle) Acquired.

Mother Myrtle wrote:

Hand: Anesthetizing Slime, Life Drain, Alchemist's Fire 1, Blessing of the Elements 3, Lightning Touch 1, Cure,

Displayed: Alchemist's Kit,
Deck: 3 Discard: 7 Buried: 2
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


Apologies, typo in the above. Should read: "Villain stays *in* deck, not *on top of* deck.


Skittergoblin Cardmancer

Harsk's turn.
Hour is Besmara. Move to Scar Bay. Explore card 1: Man Overboard
Dex 7: 1d10 + 1 ⇒ (2) + 1 = 3 Weak
Display next to Random character: 1d5 ⇒ 4 Mother Myrtle

End turn. Examine top card: Taking on Water (Barrier) Reset hand, drawing 4

Harsk wrote:

Hand: Light Crossbow, Blessing of the Gods 5, Blessing of the Gods 3, Magic Leather Armor, Dagger

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Cards available to recharge for distant combat support 1d4 +1

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Blessing of the Gods 4 Snow Leapord Conch Shell Caltrops Longsword
Recharged: Longbow, Bastard Sword, Amulet of Life, Blessing of the Gods 1
Discard Pile:Blessing of the Gods 2
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] + 2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Survival: Wisdom +1
- Perception: Wisdom +1
Charisma d4 [ ] +1
Role Card: None
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 5/5/6,Sp 0/0/2, Ar 1/1/2 I 3/3/5 Al 1/1/4 Bl 5/5/6 = 15
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 ([x] +1) to a combat check by a character at another location.


Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

Hour is Erastil. Move to Ghol-Gan Ruins. Explore card 1: Goblin Pegleg. Reveal Crowbar
Melee 8: 2d10 + 3 ⇒ (6, 1) + 3 = 10 Acquired!

Discard Magical Child to explore card 2: Large Chest. Reveal crowbar.
Melee 10 + 1 + 1 = 12: 2d10 + 3 ⇒ (3, 10) + 3 = 16 Defeated!
Random weapons: 1d4 ⇒ 1 Dragon Pistol

End turn, reset hand, discarding pistol.

Flenta wrote:

Hand (Size 5): Armor of the Sands, Long Sword, Crowbar, Bestiary of Garund, Goblin Pegleg

Current location: Ghol-Gan Ruins
Deck: 7 Discard: 7 Buried: 1
Notes:

Skills and Powers:
Skills:

Strength d10 ☑ +1
Melee: Strength +2
Dexterity d6
Acrobatics: Dexterity +2
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d6

Powers:
Hand Size 5
Proficient with: Light Armors, Weapons
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
☑ Shirt reroll used
Boon: Amateur Swashbuckler: [] [] [] [] 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.

On Flenta's turn and each future turn until banished, Harsk or Zova have to deal with the Man Overboard! barrier that is displayed next to Mother Myrtle.


Flenta's Turn: 1d8 + 1 ⇒ (3) + 1 = 4

Witch Overboard!

Banish: the previously-acquired Besmaran Priest


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

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

Use the Feathered Devil as your ship (unless benefit used or ship seized).

Feathered Devil:

Ship B
Class 0
Check To Defeat:
Charisma/Diplomacy 5
OR
Wisdom /Survival 7
When Encountered: 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.
Check To Repair: Craft 4
When Commanding (Wrecked): When you would discard an ally for its power, bury it instead.

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: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
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.
Additional Rules:

Plunder:

Spell

Benefits and Seized Ship Inventory:

Mother Myrtle = Mat: N Reroll:N / Wormwood / (5-1B) / (5-1C)
Harsk - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Flenta - Mat: N Reroll:N / None / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)
Zvarbel - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Zova - Mat: N Reroll:N / Mistmourn(5-1A) Used for 5-1C / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)

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.
Amateur Swashbuckler(0000): You may check an unchecked box that precedes this reward (4 boxes) to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Story Banes
Human Undead Pirates and a Ghast

Buccaneer:

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

Turn: 17, Zvarbel/LucianCarter

Random Cards:

Monsters
Spoiler:
Kuru
Monster C
Traits:
Human
Cannibal
Basic
To Defeat:
Combat 10 If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Spoiler:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Spoiler:
Comozant Wyrd
Monster C
Traits:
Outsider
Elemental
Incorporeal
Elite
To Defeat:
Combat 10 The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Spoiler:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Spoiler:
Merfolk
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8 If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

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

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

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

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

Weapons
Spoiler:
Musket
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Pepperbox
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic To Acquire:
Dexterity
Ranged
Craft 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

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

Spoiler:
Rapier
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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:
Fear
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Buoyancy
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 3 Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Spoiler:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
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:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Magic Chain Shirt
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Chain Shirt
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Fortified Leather Armor
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Items
Spoiler:
Spyglass
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:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Spoiler:
Sapphire of Intelligence
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:
Amulet of Life
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

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

Allies
Spoiler:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

Spoiler:
Tidepool Dragon
Ally 1
Traits:
Dragon
Aquatic
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Spoiler:
Dodo
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 5 Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Spoiler:
Crimson Cogward
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

Top of Blessing Discard Pile:

Blessing of Besmara:
Blessing of Besmara
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.

Blessings Remaining: 13

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Pharasma
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:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 5 /
Blessing of Erastil
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:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 7 /
Blessing of Pharasma
Blessing C
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:
Blessings Deck Card 8 /
Blessing of Achaekek
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:
Blessings Deck Card 9 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 11 /
Blessing of Erastil
Blessing C
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:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: Festhall
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Harsk/Baerlie, None

Scar Bay Card 1 (Taking on Water):
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Scar Bay Card 2:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Scar Bay Card 3:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 4:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Scar Bay Card 5:
Skeleton
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Scar Bay Card 6:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Scar Bay Card 7:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Scar Bay Card 8:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Scar Bay Card 9:
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Scar Bay Card 10:
Alchemist's Fire
Item C
Traits:
Liquid
Attack
Fire
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Location #3: 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: Zova/Greenclaw, Feathered Devil Anchored Here

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Flenta/eddiephlash, None

Ghol-Gan Ruins Card 1:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Ghol-Gan Ruins Card 2:
Water Elemental
Monster C
Traits:
Elemental
Aquatic
Basic
To Defeat:
Combat 12 The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.

Ghol-Gan Ruins Card 3:
Devilfish
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10 If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

Ghol-Gan Ruins Card 4:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 5:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Ghol-Gan Ruins Card 6:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 7:
Blessing of Besmara
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.

Ghol-Gan Ruins Card 8:
Hydraulic Push
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Location #5: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Zvarbel/LucianCarter, MotherMyrtle/Redgar,

Man Overboard - Mother Myrtle (Known):

Barrier B
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Docks Card 1:
Owlbeartross
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.

Docks Card 2:
Tot Flask
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.

Docks Card 3:
Ruffian
Henchman C
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Docks Card 4:
Benevolent Buckler
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Docks Card 5:
Animalbane Dagger +1
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

Docks Card 6:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Location #7: Tower
Closed
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Scarab Sages

1 person marked this as a favorite.
M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Besmara rules! Arrrr...


On Zvarbel's turn:

Sink Check: Fort DC 7 1d8 + 1 ⇒ (2) + 1 = 3

Bury the Blessing of the Elements 2

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Forgot Magus Arcana again so don't have Compass

Casually watching as Mother Myrtle drowns, Zvarbel decides to explore on.

Ahead is a creature

Owlbeartross:

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.

A riptide Grindylow joins the party.

Reveal Claw Hammer.

combat 11-2: 1d10 + 1 + 1d4 ⇒ (10) + 1 + (4) = 15

Phew.

Oh yeah, there was the other thing...

Pause to consult


If Zvarbel succeeds at the first check:

Spoiler:
*Glub, Glub* What's that, Zvarbel? You are in urgent need of assistance? Fine, I suppose *Glub* I can help... BOMBS AW*Glub*

Play Alchemist's Fire, kick with Anesthetizing Slime, use Blessing of the Elements 3

Combat DC 19 2d4 + 2d6 + 1d12 + 4 ⇒ (2, 2) + (3, 6) + (3) + 4 = 20
Recharge Alchemists Fire Knowledge DC 7 1d8 + 3 ⇒ (4) + 3 = 7
Recharge Anesthetizing Slime Craft DC 9 1d12 + 4 ⇒ (5) + 4 = 9

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Reveal Clawhammer, Put Magus Arcana on top of deck to add Int. Discard BoG

Combat 17: 1d10 + 1 + 1d8 + 1d10 ⇒ (7) + 1 + (4) + (5) = 17

The strange beast breathes no more.

Discard Spellcharger Jerkin to cycle hand.

Zvarbel wrote:

Hand: Explorer's Staff, Compass, Dwarven Clawhammer, Magus Arcana,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Forgot to search for a monster

Docks card 2 - Tot Flask
Docks card 3 - Ruffian - Banished
Deck needs shuffling


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

Use the Feathered Devil as your ship (unless benefit used or ship seized).

Feathered Devil:

Ship B
Class 0
Check To Defeat:
Charisma/Diplomacy 5
OR
Wisdom /Survival 7
When Encountered: 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.
Check To Repair: Craft 4
When Commanding (Wrecked): When you would discard an ally for its power, bury it instead.

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: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
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.
Additional Rules:

Plunder:

Spell

Benefits and Seized Ship Inventory:

Mother Myrtle = Mat: N Reroll:N / Wormwood / (5-1B) / (5-1C)
Harsk - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Flenta - Mat: N Reroll:N / None / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)
Zvarbel - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Zova - Mat: N Reroll:N / Mistmourn(5-1A) Used for 5-1C / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)

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.
Amateur Swashbuckler(0000): You may check an unchecked box that precedes this reward (4 boxes) to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Story Banes
Human Undead Pirates and a Ghast

Buccaneer:

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

Turn: 18, Zova/Greenclaw

Random Cards:

Monsters
Spoiler:
Shackled Sorcerer
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.

Spoiler:
Sea Drake
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14 The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.

Spoiler:
Shackles Pirate
Monster C
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:
Merfolk
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8 If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Spoiler:
Cecaelia
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.

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

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

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

Weapons
Spoiler:
Rapier
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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:
Morningstar
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Spoiler:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

Spoiler:
Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Spells
Spoiler:
Strength
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength 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:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
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:
Sphere of Fire
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Instant Armor
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:
Frostbite
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Chain Mail
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Magic Buckler
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Buckler Gun
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5 For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge 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.

Items
Spoiler:
Thieves' Tools
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

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

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

Spoiler:
Conch Shell
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

Spoiler:
Astrolabe
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

Allies
Spoiler:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Boatswain
Ally B
Traits:
Dwarf
Pirate
Basic To Acquire:
Charisma
Diplomacy 9 Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Mogmurch
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:
Dolphin
Ally C
Traits:
Animal
Aquatic
Elite To Acquire:
Wisdom
Survival 8 Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Spoiler:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

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

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

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

Top of Blessing Discard Pile:

Blessing of Gozreh:
Blessing of Gozreh
Blessing C
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.

Blessings Remaining: 12

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Pharasma
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:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 4 /
Blessing of Erastil
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:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 6 /
Blessing of Pharasma
Blessing C
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:
Blessings Deck Card 7 /
Blessing of Achaekek
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:
Blessings Deck Card 8 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 10 /
Blessing of Erastil
Blessing C
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:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: Festhall
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Harsk/Baerlie, None

Scar Bay Card 1 (Taking on Water):
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Scar Bay Card 2:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Scar Bay Card 3:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 4:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Scar Bay Card 5:
Skeleton
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Scar Bay Card 6:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Scar Bay Card 7:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Scar Bay Card 8:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Scar Bay Card 9:
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Scar Bay Card 10:
Alchemist's Fire
Item C
Traits:
Liquid
Attack
Fire
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Location #3: 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: Zova/Greenclaw, Feathered Devil Anchored Here

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Flenta/eddiephlash, None

Ghol-Gan Ruins Card 1:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Ghol-Gan Ruins Card 2:
Water Elemental
Monster C
Traits:
Elemental
Aquatic
Basic
To Defeat:
Combat 12 The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.

Ghol-Gan Ruins Card 3:
Devilfish
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10 If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

Ghol-Gan Ruins Card 4:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 5:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Ghol-Gan Ruins Card 6:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 7:
Blessing of Besmara
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.

Ghol-Gan Ruins Card 8:
Hydraulic Push
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Location #5: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Zvarbel/LucianCarter, MotherMyrtle/Redgar,

Man Overboard - Mother Myrtle (Known):

Barrier B
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

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

Docks Card 2:
Tot Flask
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.

Docks Card 3:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Docks Card 4:
Benevolent Buckler
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Location #7: Tower
Closed
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Zorva's turn

I will use, recharging, her blessing

Fort DC 7 2d8 + 1 ⇒ (2, 2) + 1 = 5


Female Human Tier 6 Shifter Character Deck

Off turn: Recharge Blessing of the Green Faith 1 for MM's drown check.
Move to Docks. Explore

Animalbane Dagger +1:

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

Display Aspect of the Mouse
Dexterity 7: 1d8 + 1d6 ⇒ (3) + (6) = 9 Acquired!

Discard Snow Leopard to explore again.

Tot Flask:

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.

Intelligence 6: 1d6 ⇒ 2 Fail and banish

Zova rushes over to the docks to try and help poor Mother Myrtle who is struggling to keep her head above water as she sinks below the waves yet again. How many mouthfuls of water can the poor woman take before she sinks down for good?

Looking for anything that can be of use, Zova finds only a dagger stuck into a pole and an empty flask. Both were probably left by some drunkard. The dagger she'll keep but the flask is not to her liking.

End Turn. Recharge Aspect of the Mouse. Reset Hand to 7.

Zova wrote:

Hand: Animalbane Dagger +1, Koala, Amulet of Mighty Fists, Blessing of the Green Faith 2, Erutaki Coat, Magic Wooden Armor, Blessing of Kelizandri,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards:

Skills and Powers:
SKILLS

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

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


Start of MM Turn, attempt to surface

*Cough, Splutter* Ach, thanks for the helping hand Zova! When I said I could drink like a fish, that isn't what I meant![/b]

Fortitude DC 7 1d8 + 1d8 + 1 ⇒ (6) + (4) + 1 = 11

*phew* Back on dry land!

No offense Zova, but I think I've spent too much time beside the docks recently! Move to Scar Bay

Taking on Water

Now this is something I know a little something about...

Craft DC 7 1d12 + 4 ⇒ (6) + 4 = 10

There we go. Better hand at carpentry than swimming!

Redraw:
Blessing of the Elements 3
Alchemist's Fire 1
Anesthetizing Slime

End of Turn Summary:
Finally deal with Man Overboard!
Move to Scar Bay, defeat Card 1

Mother Myrtle wrote:

Hand: Life Drain, Lightning Touch 1, Cure, Blessing of the Elements 3, Alchemist's Fire 1, Anesthetizing Slime,

Displayed: Alchemist's Kit,
Deck: 0 Discard: 7 Buried: 5
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.


Male Dwarf Tier 1 Ranger Deck Handler

Harsk greets Mother Myrtle politely when she appears and helps her out of the water. He nods when she disables the barrier. Suddenly Harsk hears somebody singing.

Scar Bay Card #2

Siren Caller:

Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Harsk tries to resist the calling.
Using Zova's Blessing of the Kelizandri
DC8 + 1 - 2
Wisdom DC7: 3d6 ⇒ (4, 1, 4) = 9

Harsk wrote:

Hand: Light Crossbow, Blessing of the Gods 5, Blessing of the Gods 3, Magic Leather Armor, Dagger

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Cards available to recharge for distant combat support 1d4 +1

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] + 2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Survival: Wisdom +1
- Perception: Wisdom +1
Charisma d4 [ ] +1
Role Card: None
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 5/5/6,Sp 0/0/2, Ar 1/1/2 I 3/3/5 Al 1/1/4 Bl 5/5/6 = 15
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 ([x] +1) to a combat check by a character at another location.


Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

"Oh good, somebody finally helped the old lady out of the water. Let's get back to hunting the undead!"

Hour of the Gods. Explore Ruins card 1: Trapped Locker. Reveal crowbar.
Melee 11 + 1 = 12: 2d10 + 3 ⇒ (6, 10) + 3 = 19 Success!
Add random armor: Magic Leather Armor to hand

"...or bashing open chests to find more treasure!"

End turn. Reset hand, recharging MLA.

Flenta wrote:

Hand (Size 5): Armor of the Sands, Long Sword, Crowbar, Bestiary of Garund, Goblin Pegleg

Current location: Ghol-Gan Ruins
Deck: 8 Discard: 7 Buried: 1
Notes:

Skills and Powers:
Skills:

Strength d10 ☑ +1
Melee: Strength +2
Dexterity d6
Acrobatics: Dexterity +2
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d6

Powers:
Hand Size 5
Proficient with: Light Armors, Weapons
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
☑ Shirt reroll used
Boon: Amateur Swashbuckler: [] [] [] [] 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

Use the Feathered Devil as your ship (unless benefit used or ship seized).

Feathered Devil:

Ship B
Class 0
Check To Defeat:
Charisma/Diplomacy 5
OR
Wisdom /Survival 7
When Encountered: 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.
Check To Repair: Craft 4
When Commanding (Wrecked): When you would discard an ally for its power, bury it instead.

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: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
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.
Additional Rules:

Plunder:

Spell

Benefits and Seized Ship Inventory:

Mother Myrtle = Mat: N Reroll:N / Wormwood / (5-1B) / (5-1C)
Harsk - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Flenta - Mat: N Reroll:N / None / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)
Zvarbel - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Zova - Mat: N Reroll:N / Mistmourn(5-1A) Used for 5-1C / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)

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.
Amateur Swashbuckler(0000): You may check an unchecked box that precedes this reward (4 boxes) to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Story Banes
Human Undead Pirates and a Ghast

Buccaneer:

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

Turn: 22, Zvarbel/LucianCarter

Random Cards:

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

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

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

Spoiler:
Cecaelia
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:
Skeleton
Monster C
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Barriers
Spoiler:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

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

Spoiler:
Barroom Brawl
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
Barrier C
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:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Musket
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Shock Musket +1
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spells
Spoiler:
Arcane Armor
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Instant Armor
Spell C
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:
Buoyancy
Spell C
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 3 Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Spoiler:
Frostbite
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Magic Buckler
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Wooden Armor
Armor C
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

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

Spoiler:
Potion of Glibness
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Diplomacy check.

Spoiler:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.

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

Allies
Spoiler:
Besmaran Priest
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:
Carver
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Dolphin
Ally C
Traits:
Animal
Aquatic
Elite To Acquire:
Wisdom
Survival 8 Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Spoiler:
Lookout
Ally C
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Spoiler:
Captain
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Erastil
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.

Top of Blessing Discard Pile:

Blessing of Erastil:
Blessing of Erastil
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.

Blessings Remaining: 8

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 2 /
Blessing of Pharasma
Blessing C
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:
Blessings Deck Card 3 /
Blessing of Achaekek
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:
Blessings Deck Card 4 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 6 /
Blessing of Erastil
Blessing C
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:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: Festhall
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Harsk/Baerlie, MotherMyrtle/Redgar, None

Scar Bay Card 1 (Slippery Syl Lonegan):
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 2:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Scar Bay Card 3:
Skeleton
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Scar Bay Card 4:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Scar Bay Card 5:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Scar Bay Card 6:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Scar Bay Card 7:
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Scar Bay Card 8:
Alchemist's Fire
Item C
Traits:
Liquid
Attack
Fire
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Location #3: 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: Feathered Devil Anchored Here

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Flenta/eddiephlash, None

Ghol-Gan Ruins Card 1:
Water Elemental
Monster C
Traits:
Elemental
Aquatic
Basic
To Defeat:
Combat 12 The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.

Ghol-Gan Ruins Card 2:
Devilfish
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10 If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

Ghol-Gan Ruins Card 3:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 4:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Ghol-Gan Ruins Card 5:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 6:
Blessing of Besmara
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.

Ghol-Gan Ruins Card 7:
Hydraulic Push
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Ghol-Gan Ruins Card 8:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Location #5: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Zova/Greenclaw, Zvarbel/LucianCarter,

Man Overboard - Mother Myrtle (Known):

Barrier B
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Docks Card 1:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Docks Card 2:
Benevolent Buckler
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Location #7: Tower
Closed
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Eratil and Zvarbel were never that close.

Zvarbel sense victory as she searches the docks.

Arron Ivy:

Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Need temp closes


Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler

Temp close Ruins, reveal and discard Crowbar for Strength check

Str 5 + 1 = 6: 3d10 + 1 ⇒ (1, 6, 2) + 1 = 10

Ghol-Gan Ruins Temp-Closed (Guarded)

Attempt to recharge
Str 3: 1d10 + 1 ⇒ (3) + 1 = 4


Mother Myrtle attempts to close Scar Bay temporarily:

Wisdom DC 8 1d12 + 2 ⇒ (9) + 2 = 11

ZVARBEL! May the blessing of the elements be upon you!

(I have on blessing for you)


Male Dwarf Tier 1 Ranger Deck Handler

(Harsk has also blessings)

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Alright, you ghastly beast, prepare to re-die!

Use one of Harsk's blessings]

BYA Fort 8: 2d8 + 2 ⇒ (3, 4) + 2 = 9

[ooc]Reveal and discard Emplorer's Staff

Combat 11: 1d10 + 1 + 2d6 ⇒ (8) + 1 + (4, 5) = 18

Reveal Clawhammer, place Magus Arcana on top of deck to add Int die, use one blessing each from Harsk and Mother Myrtle

Combat 13: 1d10 + 1 + 1d8 + 1d4 + 2d10 ⇒ (3) + 1 + (8) + (2) + (8, 10) = 32

The villain falls, departing for Pharasma's Boneyard at last.

Zvarbel takes one last survey of Ghol Gan ruins, but the Water Elemental there is best avoid.

Victory is ours.


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Development
You cut down the zombies who dared to claim the Feathered Devil. The would-be captain puts up a good fight, but falls to your blade just like the rest.
You finally have a moment to catch your breath. The silver light you saw earlier has returned, resting just behind another castle wall. With a brief excursion around the island, you finally see the light’s source: a massive rift resting at the center of a large island. It glimmers brightly as a grey void glows within. Undead shamble forth from it, pouring out in massive numbers.
And you thought you had gotten rid of them.

Reward
Each character chooses a type of boon other than loot and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Acquired Cards (* = Plunder) (^ = Reward)
Deckhand (Ally C)
Magic Wooden Armor (Armor 1)
Leather Armor (Armor C)
Magic Leather Armor (Armor B)
Alchemical Glue (Item 1)
Rum Bottle (Item B)
Black Spot (Spell B)
Animalbane Dagger +1 (Weapon 1)
Goblin Pegleg (Weapon P)
Sap (Weapon B)
Rapier (Weapon C)
Dragon Pistol (Weapon B)
Fear (Spell B)*
Cat-o'-Nine-Tails (Weapon B) ^Zvarbel
Mogmurch (Ally P) ^Zova
Call Weapon (Spell B) ^Mother Myrtle
Blessing of Zogmugot (Blessing P) ^Harsk
Blessing of Abadar (Blessing B) ^Flenta

1 Weapon 1
5^ Weapon B
4*^^ Spell B
1 Armor 1
1 Armor B
1 Item 1
1 Item B
2^ Ally B
2^^ Blessing B

Not run during convention so no Boon Attempt:
Boon Roll

Roll 1d20 in the discussion thread for a chance to win the following boon; 1 or 20 wins. The reward can be assigned to any PFSACG character (even someone elses).

☐ ☐ ☐ ☐ Amateur Swashbuckler: 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.

Tier Rewards
Mother Myrtle 2.2 Power Feat
All others 1.3

Please post rolls, decisions, etc in discussion thread


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5-1A: TIDE OF BONES Part Deux

The journey continues through this strange place. The seas of the Hao Jin Tapestry are again calm, and as the morning progresses, the sun provides welcome warmth to the breeze. Small islands dot the seascape, each with their own unique denizens and terrain, a series of small and idyllic portraits of landscapes from across Golarion.
The tranquility is short-lived. A few hours into the journey, the current begins to pull you farther and faster. The Feathered Devil bucks as you fight to regain control, doing all you can to avoid crashing against the various islands. The seas flow even faster, as if they were pulling you towards a waterfall, ready to toss you off of the edge of the demiplane. The ship creaks and moans in the rushing water. The ship’s wheel locks as you careen toward a massive island. No matter how hard you try to turn the wheel, it refuses to budge. You close your eyes, bracing yourself for an imminent crash. Yet the crash never comes.
After taking a moment to assess your situation, you come to a stark realization: the sea around you has drained away. You are left in the middle of an archipelago with just enough water to maneuver the Feathered Devil between islands. This could certainly have gone worse. Still, if you are to continue to explore these transformed waters and find a way back to the docks, you’ll need to get your bearings first.
You spot a ship that has run aground on a nearby island; its crew frantically waves to draw your attention. It isn’t until you grow near that you realize they are not what they seemed: skeletal pirate figures laugh and taunt you as their captain points a bony finger at your ship.
“We got us another one, mates!”
A flock of smaller ships emerges from behind the nearby islands, heading in your direction.
An ambush!
You pull the Feathered Devil away from the island and look toward the archipelago. The pirate forces are scattered enough that you might just
...


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

Use the Feathered Devil as your ship (unless benefit used or ship seized).

Feathered Devil:

Ship B
Class 0
Check To Defeat:
Charisma/Diplomacy 5
OR
Wisdom /Survival 7
When Encountered: 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.
Check To Repair: Craft 4
When Commanding (Wrecked): When you would discard an ally for its power, bury it instead.

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: All characters start at the Fog Bank and cannot move, except when moved by the power below.
At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
To win, close all locations.
Additional Rules:

Plunder:

TBD Zova

Benefits and Seized Ship Inventory:

Mother Myrtle = Mat: N Reroll:N / Wormwood / (5-1B) / (5-1C)
Harsk - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Flenta - Mat: N Reroll:N / None / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)
Zvarbel - Mat: N Reroll:N / None / (5-1B) / (5-1C)
Zova - Mat: N Reroll:N / Mistmourn(5-1A) Used for 5-1C / (5-1B) / Amateur Swashbuckler(0000) / (5-1C)

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.
Amateur Swashbuckler(0000): You may check an unchecked box that precedes this reward (4 boxes) to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

Story Banes

Enemy Ship (Henchman):

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

Skeletal Crew (Henchman):

Skeletal Crew
Henchman 1
Type: Monster
To Defeat: Combat 8*

The Skeletal Crew is immune to the Mental and Poison traits.
Before you act, each other character succeeds at a Combat check of 8 plus twice the scenario’s adventure deck number
or is dealt 1d4-1 Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check has the Piercing or Slashing trait, the difficulty is increased by 4.
If defeated, you may immediately attempt to close the location this henchman came from.

Pirate Shade Haunt (Henchman):
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Turn: 1, Zova

Random Cards:

Monsters
Spoiler:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Spoiler:
Devilfish
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10 If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

Spoiler:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Spoiler:
Merfolk
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8 If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Spoiler:
Shackled Sorcerer
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.

Barriers
Spoiler:
Hull Damage
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:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

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

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

Spoiler:
Lookout Duty
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.

Weapons
Spoiler:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Boarding Axe
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. 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:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Belaying Pin
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

Spoiler:
Musket
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

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

Spoiler:
Arcane Armor
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Detect Magic
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

Spoiler:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Magic Buckler
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Wooden Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge 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.

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

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

Spoiler:
Potion of Lucubration
Item C
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Craft check.

Spoiler:
Tot Flask
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.

Allies
Spoiler:
Sailor
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Surgeon
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6 Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.

Spoiler:
Captain
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Turtle
Ally C
Traits:
Animal
Aquatic
Basic To Acquire:
Wisdom
Survival 5 Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

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

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

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

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

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

Spoiler:
Blessing of Abadar
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.

Top of Blessing Discard Pile:

:
[/b]

Traits: To Acquire:


Blessings Remaining: 30

[b]Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Milani
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:
Blessings Deck Card 2 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Besmara
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:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 5 /
Blessing of Pharasma
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:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 7 /
Blessing of Milani
Blessing C
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:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 9 /
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 12 /
Blessing of Sivanah
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:
Blessings Deck Card 13 /
Blessing of Sivanah
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:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 15 /
Blessing of Pharasma
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:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 18 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Erastil
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:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 21 /
Blessing of Milani
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:
Blessings Deck Card 22 /
Blessing of Sivanah
Blessing C
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:
Blessings Deck Card 23 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 24 /
Blessing of Milani
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:
Blessings Deck Card 25 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 27 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 28 /
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Blessings Deck Card 30 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Harsk/Baerlie, Flenta/eddiephlash, Zova/Greenclaw, Zvarbel/LucianCarter, MotherMyrtle/Redgar, None
Location #2: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Location #3: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Location #4: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: None
Location #5: Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Location #6: Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: None

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1
Zvarbel wrote:

Hand: Magus Arcana, Lightning Touch, Defensive Shock, Galivance,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).


Female Halfling Tier 3 Magic Smash Martial Adept Fighter Deck Handler
Flenta wrote:

Hand (Size 5): Armor of the Sands, Magical Child, Steal Book, Blessing of Pharasma, Riffle Scrolls

Current location: Fog Bank
Deck: 10 Discard: 0 Buried: 0
Notes:

Skills and Powers:
Skills:

Strength d10 ☑ +1
Melee: Strength +2
Dexterity d6
Acrobatics: Dexterity +2
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d6

Powers:
Hand Size 5
Proficient with: Light Armors, Weapons
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
☑ Shirt reroll used
Boon: Amateur Swashbuckler: [] [] [] [] 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


Male Dwarf Tier 1 Ranger Deck Handler
Harsk wrote:

Hand: Conch Shell, Blessing of Erastil, Light Crossbow, Fortified Leather Armor, Caltrops

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Cards available to recharge for distant combat support 1d4 +1

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] + 2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Survival: Wisdom +1
- Perception: Wisdom +1
Charisma d4 [ ] +1
Role Card: None
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 5/5/6,Sp 0/0/2, Ar 1/1/2 I 3/3/5 Al 1/1/4 Bl 5/5/6 = 15
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 ([x] +1) to a combat check by a character at another location.


Mother Myrtle wrote:

Hand: Lightning Touch 1, Acid Flask, Alchemist's Fire 2, Anesthetizing Slime, Lab Coat, Blessing of the Elements 4, Blessing of the Elements 2,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>

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