[ACG] [Outpost II] Season of Tapestry's Tides (Nathan)

Game Master Nathan Davis

Turn Order
1. Matsu Kurisu/Nok-Nok
2. Mhuirich/Zarlova
3. dinketry/Varian
4. wkover/Poog

RULES: SHIPS:

A ship is a support card. It is neither a bane nor a boon.
In some scenarios, a ship may be anchored at a specific location.

Commanding
If the ship is not anchored: you are commanding the ship on your turn.
If the ship is anchored: you also have to be at the ship’s location.
Any characters at the commander’s location are also on the ship.
If the commander moves or is moved, and the ship is not anchored or wrecked, any characters at the old location may also move to the new location.

Encountering
Only the commander can encounter another ship. (If a ship would be encountered by someone else, banish it instead.)
If the encountered ship is undefeated, it deals Structural damage instead of Combat damage.

Structural Damage
Structural damage is dealt to the ship, rather than to a character.
Any characters may discard any number of cards to prevent that much Structural damage.
If an intact ship takes any Structural damage, it becomes wrecked.
If a wrecked ship takes Structural damage, discard that many cards from the Blessing deck.

Repairing
At the start of the move step, the commander may attempt to repair a wrecked ship.
If successful, the ship is no longer wrecked.

Seizing
When you seize a ship, record the seized ship on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead. (This is different in SoTT than in S&S)
A seized ship replaces your current ship, which is banished. (The new ship keeps any plunder and anchoring of the old ship.)

Plunder
At the start of the scenario, stash a plunder.
If you defeat another ship, stash a plunder.
Wrecked ships cannot gain plunder.
At the end of the turn, banish 1 random plunder from a wrecked ship.
If you win the scenario, add the plunder to the acquired cards.

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

Ships:
    1) Merchantman
    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
    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
    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
    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
    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
    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
    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
    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)Devil's Pallor
    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.


    10)Thresher
    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.


    11)Dowager Queen
    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.


Summoned Henchmen:

The Ancient Mariner
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

Powers
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.


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

Powers
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.


Pirate Shade Haunt
Spoiler:

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.


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.


Scurvy Zombie
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.

Sea Devil
Spoiler:

Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.


Replacement Cards:

Totem Necklace
Spoiler:

Loot 2
Type: Item
Traits: Accessory
To Acquire:
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait. Bury this card to draw 1 random item from the box and add it to your hand.

Shark Skin Armor
Spoiler:

Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand.

a magu-I mean wizard, a knowledge cleric, and a boat-full of goblins


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Deck handler link

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,

Full heal from Poog

Blessing = 4 / Blessing of the Gods

Start of Turn
At: #1: Chapel
Give: No
Move: #2: Holy Isle

Free explore = 10: Cabin Boy, Ally B:Diplomacy 4

Spoiler:
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your non-combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Reveal Menacing Backsword +1
Diplomacy 4: 1d8 + 1 + 1d6 + 1 ⇒ (3) + 1 + (1) + 1 = 6 - acquired

Discard Compass explore = 12:
Shackles Pirate, Monster B, Veteran: Combat 11 (9+2)

Spoiler:
12:
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.

Reveal Brine's Sting (Swashbuckling) 1d8+1+2d4+2, (#Barriers +1) +2, Finesse +1d4, Swashbuckling +1d4
Combat 11: 1d8 + 1 + 2d4 + 2 + 2 + 1d4 + 1d4 ⇒ (8) + 1 + (2, 4) + 2 + 2 + (1) + (1) = 21 - defeated

Discard Blessing of the Spy explore +1d = 13: Strength, Spell B: Wisdom 6
Wisdom +1d4, Blessing of the Spy +1d4
Wisdom6: 1d4 + 1d4 ⇒ (2) + (1) = 3 - banished

Discard Dredge explore +1d4 vs items = 14: Magic Weapon, Spell B: Wisdom 4
Wisdom +1d4,
Wisdom 4: 1d4 ⇒ 1 - banished

Location Empty.Attempt to close
Wisdom +1d4, Recharge Cabin Boy +1d4, discard Varian's Svingli's Eye +1d8+2
Wisdom 7: 1d4 + 1d4 + 1d8 + 2 ⇒ (3) + (4) + (8) + 2 = 17 - closed

End of Turn
Draw up Blessing of Abadar, Thieves' Tools, Blessing of Asmodeus

Summary
Location = #2: Holy Isle CLOSED

Acquired = 10: Cabin Boy
Banished = 12: Shackles Pirate, 13: Strength, 14: Magic Weapon
Examined =
From Box =
Displayed =

Give =
Used = discard Varian's Svingli's Eye

Other =

Nok-Nok wrote:

Hand: Brine's Sting, Menacing Backsword +1, Stalking Armor, Blessing of Abadar, Thieves' Tools, Blessing of Asmodeus,

Displayed: , , , , , ,
Deck: 9 Discard: 3 Buried: 1
Notes: Blessings available

Skills and Powers:
SKILLS

Strength d8 +1
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.

Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

[ ][ ][ ][ ] 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.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


During This Adventure: Adventure Deck Number: 2

Feathered Devil:

Merchantman
Ship Class 0

Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7

Check To Repair:
Craft
4

When Encountering:
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):
When you would discard an ally for its power, bury it instead.



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.

When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

During This Scenario: After building the location decks, shuffle together 2 Curse of the Deep barriers and a number of other barriers and a number of monsters each equal to twice the number of characters, then shuffle half of those cards into each location deck.

The difficulty to defeat Curse of the Deep is increased by the number of cards remaining in your location deck.

When you would banish Curse of the Deep, if there are other cards remaining in your location deck, shuffle it into your location deck instead. Otherwise, display it next to the blessings deck.

To win, both Curse of the Deep barriers must be displayed next to the blessings deck.
Curse of the Deep

Spoiler:

Barrier 2
Traits: Curse Aquatic Elite
To Defeat: Constitution Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Additional Rules:
Ship - Feathered Devil:

Merchantman
Ship Class 0

Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7

Check To Repair:
Craft
4

When Encountering:
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):
When you would discard an ally for its power, bury it instead.

Villains: None

Henchmen: None

1 Curse of the Deep displayed next to Blessings Deck
Turn: 17, Zarlova/Mhuirich

Random Cards:

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

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

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

Barriers
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.

Spoiler:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Spoiler:
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.

Weapons
Spoiler:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spoiler:
Keen Falcata +1
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.

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

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

Spells
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:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
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.

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:
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.

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:
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:
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.

Spoiler:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
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:
Periscope
Item 2
Traits:
Object To Acquire:
Wisdom
Perception 8 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

Spoiler:
Ring of Wave Walking
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

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:
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.

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

Allies
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:
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:
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:
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:
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.

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 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 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 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.

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: 12

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 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 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 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 Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck 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.
Spoiler:
Blessings Deck Card 7 /
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 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 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 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 11 /
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 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.

Location #1: Chapel
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
When Closing: Banish a card that has the Divine trait.
When Permanently Closed: On closing, you may shuffle 1d4+1 cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zarlova/Mhuirich,

Location #2: Holy Isle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, Varian/dinketry, Poog/wkover, Storm Displayed

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

Location #3: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Curse Displayed here is really displayed next to Varian's Deck.

Plunder Pile Card 1 (Curse of the Deep):
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Plunder Pile Card 2:
Quartermaster
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Plunder Pile Card 3:
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.

Plunder Pile 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.

Plunder Pile Card 5:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Plunder Pile Card 6:
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.

Plunder Pile Card 7:
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.

Plunder Pile Card 8:
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.


STR d4 | DEX d6 | CON d6 | INT d10 + 1 (Craft +2; Know +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Out of Turn: discard Blessing of the Spellbound for Poog, then heal Blessing of Besmara x2.

Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry

Blessing = 0/Blessing of Abadar

Start of Turn

At: #1: Chapel
Give: No
Move: No

Still nothing I'm willing to banish to close. Cycling for blessings.

Discard hand.
Draw ac Blessing of Besmara 1, Cure 2, Ghost Whip, Holy Light, ac Blessing of Besmara 2, Blessing of Thoth

Summary
Location = #1/Chapel
Acquired =
Banished =
Examined =
From Box =
Displayed =

Give =
Used =
Other =

Zarlova wrote:

Hand: ac Blessing of Besmara 1, Cure 2, Ghost Whip, Holy Light, ac Blessing of Besmara 2, Blessing of Thoth,

Displayed:
Deck: 5 Discard: 8 Buried: 0
Notes: Blessings available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
[X] [ ] [ ] [ ] 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.


STR d4 | DEX d6 | CON d6 | INT d10 + 1 (Craft +2; Know +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Out of turn. Play Cure at the start of Varian's turn as a precaution.

Cure: 1d4 + 1 ⇒ (1) + 1 = 2 Wand of Detect Magic, Flame Staff
Recharge Divine 8: 1d10 + 4 ⇒ (7) + 4 = 11 - Recharged.

Zarlova wrote:

Hand: ac Blessing of Besmara 1, Ghost Whip, Holy Light, ac Blessing of Besmara 2, Blessing of Thoth,

Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: Blessings available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
[X] [ ] [ ] [ ] 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.

Dark Archive

Deck Handler

Off-turn: discard Svingli’s Eye for Nok-Nok.
On-turn: top card of hourglass is BotG. Encounter Storm.

Storm: 1d6 ⇒ 4 Sheeee-it. Poog, please recharge your two allies. I’ll discard Fiery Glare and Dehydrating Touch.
Where does the Storm go?: 1d2 ⇒ 2 It stays here.

The wizard immediately loses contact with Arnisant and his world gets turned upside down within the malestrom of water and wave. Varian connects heavily with something rocky and solid, driving what breath he has remaining in his lungs out forcefully. Lightning and thunder crash in tumultuous peels, laughing at the puny and doomed mortal.

Discard Fire Snake for this check. May I use Nok-Nok’s Blessing of Abadar, please?
Arcane (7) Check: 1d12 + 1 + 2 + 2d12 ⇒ (3) + 1 + 2 + (11, 2) = 19 SUCCESS!

In desperation, Varian lashes out with his arcane pyrogenic energies to fashion a fiery whip to rescue himself from the depths of the swirling trip around him. In a blink, the wizard soars out of the dripping mess above the island. From the elevated position, he suddenly seeks what everyone has been searching for: the way out!

”Land HO!!!” Varian shouts out joyfully with a hoarse waterlogged voice.

We WIN!!!


Acquisitions
Cabin Boy (Ally B)
Acolyte (Ally B)
Blessing of Hshurha (Blessing 2)
Blessing of Pharasma (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Besmara (Blessing 1)
Blessing of Besmara (Blessing 1)
Blessing of Achaekek (Blessing B)
Blessing of Cayden Cailean (Blessing B)
Blessing of the Gods (Blessing B)
Helpful Haversack (Item 1)
Dehydrating Touch (Spell 2)
Protect (Spell 2)
Fireblade (Spell B)
Holy Stone (Spell 1)

Plunder
Quartermaster Ally B
Jinx Eater Ally B
Eye Patch Item B
Blackcloth Armor Armor 2
Aid Spell B
Holy Stone Spell 1
Boatswain Ally B


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

(I told Nathan that I'd post the scenario and adventure rewards. He wasn't going to be able to post them for a while.)

Here's the scenario reward: (taken from here)

Each character adds a blessing from the game box to the cards acquired during this scenario.

Adventure Card Guild characters may choose a bonus deck upgrade.

(In Hangouts, Nathan said we should grab the blessings from the most recent random cards pile. They're all Blessing B's, unfortunately: 3 x BoG, 1 x Gozreh.)

Adventure 2 reward is a card feat. Don't forget your die bump!


ADVENTURE 5-3: ESCAPE FROM THE TITAN’S JUNGLE
After sailing through the gateway out of the Hao Jin Tapestry, it takes you a moment to notice that your ship is no longer sailing horizontally. You’re falling! You have no time to get your bearings. You are overwhelmed by the blur of greens and browns rushing past you as your ship plunges into the canopy of a vast jungle. The thundering sound of trees ripping apart, the squawk of a flock panicked birds, and the screams of your terrified crew blend into a cacophony of terror. Finally, with a deafening thud, the Feathered Devil smashes into the ground.

The scant rays of light that pierce through the dense ceiling of greenery above do little to brighten the murky green gloom. Branches, vines, splintered wood, and ripped canvas all litter the deck. You and your companions stagger to your feet and assess the damage. You spot Rekkish, your tengu surgeon, helping a dazed and bloodied deckhand to her feet.

Akinaru, the elf you rescued from the Patchwork Prison, casually brushes himself off and flicks a few splinters of wood from his sleeve. Though his clothes have torn in places and his hair is a bit disheveled, his face shows not a scratch from the ship’s plummet through the trees. His eyes take in the jungle hungrily, and he seems to decide something.

“Yes, this must be it. I know this place. We have found ourselves in the Valashmai Jungle,” his expression darkens. “We must be careful. This jungle is as ancient as it is dangerous, and it does not take kindly to visitors.”

As you investigate and secure the perimeter of the crash site, Akinaru continues to explain what he knows of the jungle. It is home to countless varieties of bloodthirsty creatures of all sizes. The very plants themselves seem to pick off unwelcome visitors with ease. An ancient race of giant lizard creatures dwelled here long ago, ruling with a cruel hand over slave legions forced to construct their towering cities.

“Oh, the cities are all in ruins now,” he says. “The jungle has swallowed them up. It’s a pity that such industrious leaders as the Valashmaians were chased off by slave revolts. This place was once a seat of such incredible power.” He trails off, but then seems to snap out of his daydream. “Ah well, we are much more likely to have a run-in with those horrible heart-eating beetles than the Valashmaians.”

The Feathered Devil is in shambles. Your crew is battered and bruised. As much as you’d love to take time to recuperate, the less time you spend in this sprawling mess of trees, the more likely you are to survive.

YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.

Raft

Spoiler:
Raft
Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


5-3A: THE JIGSAW SHIP
You didn’t expect to start your journey home trapped in the middle of a jungle with a grounded and broken ship, but here you are, helping your crew sort through the debris for any materials that could be used for repair. Rekkish, though still visibly shaken by the loss of her brother Shikra, is tending to the more serious injuries among the group.

More than once, you catch Akinaru being a little overzealous with his help in directing your crew. Though he has not explained how, he’s well acquainted with the dangers of the jungle. You send him with a small group to do some scouting and get the lay of the land. When the group returns, they report a river nearby. The ocean is closer than you thought. If your crew can transport what can be salvaged downriver, you may be able to gather enough materials in the jungle to reconstruct the Feathered Devil.

The first task is to bring what you can salvage out to the sea. Your able-bodied crew lugs the bigger pieces of wood and canvas, while Rekkish helps the injured make their way slowly to the river. Akinaru carries nothing, instead spouting off his knowledge of which plants should be avoided. Eventually, after several trips, everyone is ready at the river. Now all you need is a boat.

You lash together the least damaged pieces of the ship’s hull into a raft just big enough to carry the crew. Careful to avoid any possibly dangerous plants, you gather vines to supplement the ropes. Once satisfied that your makeshift vessel will carry everything safely, you begin the journey toward more open waters. However, you are not in the clear yet. Many creatures call this jungle home, and you cannot help but feel like a bit of an easy target out of the cover of the trees. Unfortunately, the jungle’s predators agree with your assessment.

DURING THIS SCENARIO
All characters start at the Shipwreck Graveyard. You may only move if your location is closed, and you may move only to the next open location in the location list.

At the end of your turn, you may recharge 3 cards; if you do not, succeed at a Craft or Survival 5 check or discard the top card of your deck.

To win, close all locations.

Villains: None

Henchman:

Blackwater Charda
Spoiler:

Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

Ormandar
Spoiler:

Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Lightning Elemental
Spoiler:

Henchman 3
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.


During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


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.

When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.

During This Scenario: All characters start at the Shipwreck Graveyard. You may only move if your location is closed, and you may move only to the next open location in the location list.

At the end of your turn, you may recharge 3 cards; if you do not, succeed at a Craft or Survival 5 check or discard the top card of your deck.

To win, close all locations.
Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


Villains: None

Henchman:

Blackwater Charda
Spoiler:

Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

Ormandar
Spoiler:

Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Lightning Elemental
Spoiler:

Henchman 3
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 1, Poog/wkover

Random Cards:

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

Spoiler:
Darkforest Anemone
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

Spoiler:
Cannoneer
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

Spoiler:
Sea Cat
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12 Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

Spoiler:
Darkforest Anemone
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

Barriers
Spoiler:
Sandbar
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11 Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

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

Spoiler:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
Cannonade
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

Weapons
Spoiler:
Seaborne Trident +1
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee
Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

Spoiler:
Musket +2
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Heavy Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Trident +2
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

Spoiler:
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.

Spells
Spoiler:
Rage
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

Spoiler:
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:
Animate Water
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
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.

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

Armors
Spoiler:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
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.

Items
Spoiler:
Archer's Bracers
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.

Spoiler:
Amulet of Fortitude
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

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

Spoiler:
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:
Ring of Wave Walking
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

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

Spoiler:
Royster McCleagh
Ally 2
Traits:
Human
Fighter
Pirate To Acquire:
Charisma
Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Heartbreak Hinsin
Ally B
Traits:
Human
Aristocrat
Pirate To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7 Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Monkey
Ally 3
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 9 Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.

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 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 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 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.

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: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 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 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 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 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 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 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 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 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 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 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 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 14 /
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 15 /
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 16 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
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 18 /
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 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 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 21 /
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 22 /
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 23 /
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 24 /
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 25 /
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 26 /
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 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 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 29 /
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.

Location #1: 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: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: NokNok/MatsuKurisu, Varian/dinketry, Poog/wkover, Zarlova/Mhuirich, None

Shipwreck Graveyard Card 1:
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.

Shipwreck Graveyard Card 2:
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.

Shipwreck Graveyard Card 3:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Shipwreck Graveyard Card 4:
Sniper's Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Stealth 8 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Shipwreck Graveyard Card 5:
Shipwreck
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Shipwreck Graveyard Card 6:
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_

Shipwreck Graveyard Card 7:
Keen Falcata +1
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.

Shipwreck Graveyard Card 8:
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.

Shipwreck Graveyard Card 9:
Geyser
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Shipwreck Graveyard Card 10:
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.
Location #2: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: None

Widowmaker Isle Card 1:
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_

Widowmaker Isle Card 2:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Widowmaker Isle Card 3:
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Widowmaker Isle Card 4:
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.

Widowmaker Isle Card 5:
Blackwater Charda
Henchman 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 15 The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Widowmaker Isle Card 6:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Widowmaker Isle Card 7:
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_

Widowmaker Isle 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.

Widowmaker Isle Card 9:
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.

Widowmaker Isle Card 10:
Pirate Entertainments
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Location #3: Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Beach 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

Beach Card 2:
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.

Beach Card 3:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Beach Card 4:
Ormandar
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12 Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.

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

Beach Card 6:
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.

Beach Card 7:
Goblin Keelhaulin'
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6 The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

Beach Card 8:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Beach Card 9:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Beach Card 10:
Powder Keg
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11 When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.

Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

Raker Shoals Card 1:
Ring of Wave Walking
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Raker Shoals Card 2:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Raker Shoals Card 3:
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.

Raker Shoals Card 4:
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.

Raker Shoals Card 5:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Raker Shoals Card 6:
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.

Raker Shoals Card 7:
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.

Raker Shoals Card 8:
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.

Raker Shoals Card 9:
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.

Raker Shoals Card 10:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

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

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

Coastline Card 3:
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.

Coastline Card 4:
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.

Coastline Card 5:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 6:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Coastline Card 7:
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.

Coastline Card 8:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Coastline Card 9:
Wilderness Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7 Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 10:
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.


STR d4 | DEX d6 | CON d6 | INT d10 + 1 (Craft +2; Know +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler
Zarlova wrote:

Hand: Flame Staff, Sphere of Fire, Surgeon, Augury, Fire Snake, Cure,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
[X] [ ] [ ] [ ] 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.

Dark Archive

Deck handler link

Nok-Nok/Matsu Kurisu - 5-3A: THE JIGSAW SHIP

Ship vote
= Raft

Starting Plunder vote
= Normal

Loot
Rekkish: 1d1000 ⇒ 81 - Dredge out
Brines Sting: 1d1000 + 1000000 ⇒ (670) + 1000000 = 1000670 - Sword Cane out Mine! All Mine!!!

Starting Location
= Shipwreck Graveyard

Nok-Nok wrote:

Hand: Marianix Karn, Blessing of Asmodeus, Menacing Backsword +1, Spring Blade +1, Thieves' Tools, Blessing of the Spy,

Displayed: , , , , , ,
Deck: 12 Discard: 0 Buried: 0
Notes: BoAsmodeous: +1d vs any. available

Skills and Powers:
SKILLS

Strength d8 +1
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.

Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

[ ][ ][ ][ ] 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.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

Loot taken: Buccaneer's Breastplate, Rickety Hake. Starting location = Graveyard, per scenario rules.

Poog wrote:

Hand: Cauterize, Stone Axe +1, Angelstep, B of Gozreh, Immolate, Hatchet,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2

Favored Card: Blessing
Hand Size 5 [X]6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

Die bumps: 2


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

Surv 5 location check: 1d10 + 3 ⇒ (7) + 3 = 10 - passed

Explore Graveyard, encounter Ambush. Wisdom 12 (9+3): 1d10 + 2 ⇒ (10) + 2 = 12 - whoa, passed! Free explore from Ambush, encounter next card = Hull Damage. Using Nok-Nok's B of Asmodeus. Blessing is discarded, then shuffled into deck.

Intelligence 9 (6+3) w/ my Gozreh, Nok's Asmodeus: 3d6 ⇒ (5, 3, 2) = 10 - passed

End of turn, not recharging 3 cards; recharge hatchet to auto-succeed at Surv 5. Reveal plant for hand size +1

Poog wrote:

Hand: Cauterize, Stone Axe +1, Angelstep, B of Kelizandri, Immolate, Reformarium Servant, Buccaneer's Breastplate,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Breastplate reduces all struc damage by 1.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2

Favored Card: Blessing
Hand Size 5 [X]6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

Die bumps: 2

Dark Archive

Deck handler link

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,

Discard B of Asmodeus & heal from Poog

Blessing = 1 / Blessing of Gorum

Start of Turn
At: #1: Shipwreck Graveyard
SOT Wisdom 5 Auto Failed
SOT Structural damage: 1d4 ⇒ 1 - Poog reveals Buccaneer's Breastplate to reduce by 1 to 0

Give: No
Move: No

Free explore = 3: Giant Wasp, Monster 2: Combat 13

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

Reveal Menacing Backsword +1 1d8+1+1d6+1, (#Barriers + 1) +4, Finesse +1d4
Combat 13: 1d8 + 1 + 1d6 + 1 + 4 + 1d4 ⇒ (2) + 1 + (2) + 1 + 4 + (4) = 14 - banished
After you act, the Giant Wasp deals 1 Poison damage to you. - Discard Spring Blade +1

Discard Blessing of the Spy +1D explore = 4: Sniper's Studded Leather, Armor 3: Stealth 8

Spoiler:

Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Stealth 1d8+3, Blessing of the Spy +1d8, Reveal Marianix Karn +1
Stealth 8 : 1d8 + 3 + 1d8 + 1 ⇒ (3) + 3 + (3) + 1 = 10 - acquired

Discard Marianix Karn explore = 5: Shipwreck, Henchman B, Barrier, Aquatic, Veteran: Fortitude 8 (5+3)

Spoiler:
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Discard Thieves' Tools to auto defeat
Recarge Disable 8: 1d10 + 1 ⇒ (4) + 1 = 5 - nope
Shipwreck Plunder: 1d6 ⇒ 3 - Ar1: Shark Skin Armor

Attempt to Close Plunder: 1d6 ⇒ 5 - Al1: Coral Capuchin, Aquatic: Wisdom 6

Spoiler:
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.

Wisdom 1d4, Discard Poog's B of Kelizandri +2d4
Wisdom 6: 1d4 + 2d4 ⇒ (1) + (3, 4) = 8 - Acquired
#1: Shipwreck Graveyard - CLOSED
Shipwreck Graveyard Structural damage: 1d4 ⇒ 3 - Poog reveals Buccaneer's Breastplate to 2, discard Coral Capuchin, ac Sniper's Studded Leather

End of Turn
Draw up Rekkish, Blessing of Hadregash, Captain's Cutlass, Blessing of Bastet

Summary
Location = #1: Shipwreck Graveyard - CLOSED

Acquired = 4: Sniper's Studded Leather
Banished = 3: Giant Wasp
Examined =
From Box = Ar1: Shark Skin Armor
Displayed =

Give =
Used = Discard Poog's B of Kelizandri

Other =

Nok-Nok wrote:

Hand: Menacing Backsword +1, ac Shark Skin Armor, Rekkish, Blessing of Hadregash, Captain's Cutlass, Blessing of Bastet,

Displayed: , , , , , ,
Deck: 11 Discard: 4 Buried: 0
"Notes: BoBastet: allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice
BoHadregash: add 1 die to any check by a character that has the Goblin trait. Discard this card and ally +2 dice to any check.
Both available"

Skills and Powers:
SKILLS

Strength d8 +1
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.

Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

[ ][ ][ ][ ] 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.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

Out of turn - Discard Kelizandri for Nok-Nok.

Poog wrote:

Hand: Cauterize, Stone Axe +1, Angelstep, Immolate, Reformarium Servant, Buccaneer's Breastplate,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Breastplate reduces all struc damage by 1.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2

Favored Card: Blessing
Hand Size 5 [X]6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

Die bumps: 2

Dark Archive

Deck Handler

So many apologies for not posting my starting hand until now...

Varian wrote:

Hand: Blessing of the Starsong, Helm of Telepathy, Disrupting Rapier +1, Blessing of Besmara, Mirian Raas, Eando Kline,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: T-shirt reroll: Not used; Mat draw: Not used; Die Bumps: 2/2
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([X] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
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.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


Forgot to start with a Plunder
Plunder: 1d6 ⇒ 6
Player Choice

During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


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.

When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.

During This Scenario: All characters start at the Shipwreck Graveyard. You may only move if your location is closed, and you may move only to the next open location in the location list.

At the end of your turn, you may recharge 3 cards; if you do not, succeed at a Craft or Survival 5 check or discard the top card of your deck.

To win, close all locations.
Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


Villains: None

Henchman:

Blackwater Charda
Spoiler:

Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

Ormandar
Spoiler:

Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Lightning Elemental
Spoiler:

Henchman 3
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 3, Zarlova/Mhuirich

Random Cards:

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

Spoiler:
Great White Shark
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16 The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

Spoiler:
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.

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

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

Barriers
Spoiler:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

Spoiler:
Cannonade
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

Spoiler:
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.

Spoiler:
Sandbar
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11 Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

Weapons
Spoiler:
Dagger Pistol +1
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Spoiler:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck.

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

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

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

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

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

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

Spoiler:
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:
Fortified Shell Armor
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 8 Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy 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.

Items
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:
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:
Amulet of Fortitude
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

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:
Potion of the Ocean
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9 Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

Allies
Spoiler:
Sandara Quinn
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Merrill Pegsworthy
Ally 2
Traits:
Human
Fighter
Captain
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8 Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

Spoiler:
Heartbreak Hinsin
Ally B
Traits:
Human
Aristocrat
Pirate To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7 Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

Blessings
Spoiler:
Blessing of 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 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 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.

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: 27

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 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 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 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 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 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 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 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 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 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 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 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 14 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
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 B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 19 /
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 20 /
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 21 /
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 22 /
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 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 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 25 /
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 26 /
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 27 /
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.

Location #1: Shipwreck Graveyard
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, Varian/dinketry, Poog/wkover, Zarlova/Mhuirich, None

Location #2: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: None

Widowmaker Isle Card 1:
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_

Widowmaker Isle Card 2:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Widowmaker Isle Card 3:
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Widowmaker Isle Card 4:
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.

Widowmaker Isle Card 5:
Blackwater Charda
Henchman 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 15 The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Widowmaker Isle Card 6:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Widowmaker Isle Card 7:
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_

Widowmaker Isle 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.

Widowmaker Isle Card 9:
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.

Widowmaker Isle Card 10:
Pirate Entertainments
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Location #3: Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Beach 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

Beach Card 2:
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.

Beach Card 3:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Beach Card 4:
Ormandar
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12 Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.

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

Beach Card 6:
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.

Beach Card 7:
Goblin Keelhaulin'
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6 The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

Beach Card 8:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Beach Card 9:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Beach Card 10:
Powder Keg
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11 When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.

Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

Raker Shoals Card 1:
Ring of Wave Walking
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Raker Shoals Card 2:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Raker Shoals Card 3:
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.

Raker Shoals Card 4:
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.

Raker Shoals Card 5:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Raker Shoals Card 6:
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.

Raker Shoals Card 7:
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.

Raker Shoals Card 8:
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.

Raker Shoals Card 9:
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.

Raker Shoals Card 10:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

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

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

Coastline Card 3:
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.

Coastline Card 4:
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.

Coastline Card 5:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 6:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Coastline Card 7:
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.

Coastline Card 8:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Coastline Card 9:
Wilderness Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7 Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 10:
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.
Location #6: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


STR d4 | DEX d6 | CON d6 | INT d10 + 1 (Craft +2; Know +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry

Blessing = 0/Blessing of the Gods

Start of Turn

At: #1: Shipwreck Graveyard
Give: No
Move: #2: Widowmaker Isle

Explore: Constrictor Snake, Monster B, Combat 11

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_

Display Sphere of Fire.
Combat 11: 1d10 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10 - Failed.
Rats. Discard Flame Staff, bane shuffles the location. Don't really want to discard an ally to explore at this location. Cast Augury to see if I get lucky on pulling up the henchman.
3 cards from shuffled location: 3d10 ⇒ (7, 3, 3) = 13 Reroll duplicate: 1d10 ⇒ 2

Reveal 2/Swamp Ghoul, 3/Blessing of Hshurha, 7/Ghost. Put Swamp Ghoul, Ghost on bottom of deck, shuffle location again.
Recharge Augury Divine 8: 1d10 + 4 ⇒ (10) + 4 = 14

End of turn: Recharge Surgeon, Fire Snake, Cure for scenario effect. Recharge Sphere of Fire Divine 9: 1d10 + 4 ⇒ (2) + 4 = 6. Reset hand.

Summary
Location = #2: Widowmaker Isle
Acquired =
Banished =
Examined =
From Box =
Displayed =

Give =
Used =
Other = Bottom two cards of Location #2 are 2/Swamp Ghoul, 7/Ghost, location shuffed.

Zarlova wrote:

Hand: Pyrotechnic Blast, Riftwarden, Blessing of Thoth, Blessing of the Spellbound 2, Blessing of the Spellbound 1, Shield Cloak,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
[X] [ ] [ ] [ ] 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.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

@Varian - On Zarlova's turn, undefeated Snake was put back on top of location. So Augury actually put cards #1-2 on bottom of location. Location is shuffled otherwise. Also, your deck seems to be short a card. (?) See Hangouts discussion for more details.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

A quick update, since my last one was confusing.

For Widowmaker Isle, cards #1 and #2 are at the bottom of the location. All other cards (#3-#10) are shuffled and on top.

Dark Archive

Deck Handler

Alright then.

Top of hourglass is Blessing of Milani.

Varian helps to row the raft through the jungle waters.

Which random card?: 1d8 + 2 ⇒ (4) + 2 = 6 Curse of the Deep. Again with this nightmare card?

Poling his way along the choppy riverbed, Varian looks into the deep river and begins getting flashbacks of being half-drowned within the old temple of the Hao Jin demiplane.

I’m ticking one of my Amateur Swashbuckler boxes to add Swashbuckling to this check, then I’m recharging Mirian Raas for a boost and discarding my Blessing of Besmara for two extra dice! I’ll need it.

Constitution (7) Check: 1d4 + 1d6 + 2d4 ⇒ (2) + (2) + (4, 1) = 9 Whew. SUCCESS!

The wizard begins to panic and backs away from the edge of the raft as of a snake was chasing him, screaming in a high-pitched voice none had heard before. A brave sailor walks up to Varian and slaps him in the face. For a moment, the Chelish noble looks outraged, though this fades quickly to satisfaction.

”Yes, Mirian...Mirian is it? Yes, no good deed goes unnoticed my dear,”

I will play cautiously and recharge Eando Kline, Helm of Telepathy, and Blessing of then Starsong. Reset hand.

Varian Hand wrote:
Fiery Glare, Scorching Ray, Disrupting Rapier +1, Augury, Mind Thrust, Svingli’s Eye


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

Which card @ Isle to explore? (cards 3-5, 7-10): 1d7 ⇒ 2 = Card 4, Hull Damage. Again. Using Nok-Nok's B of Hadregash and one of Zarlova's blessings. The blessings are discarded, then their owners heal 2 cards apiece.

Intelligence 9 (6+3) vs. Hull Damage w/ above blessings: 3d6 ⇒ (2, 2, 5) = 9 - passed, barely

Discard Reformarium Servant to explore again. Which card @ Isle to explore? (cards 3,5,7-10): 1d6 ⇒ 6 = Card 10, Pirate Entertainments. @Nok-Nok: The combat damage can't be reduced, but you can still use your damage recharging power in cases like this.

I'll try to pass, if that's OK with everyone, since I'll heal people this way and I have additional healing for others. Using another Zarlova blessing, which discards and then Zarlova heals 2 cards.

Str 11 (7+3+1 from ally in discard) vs. PE w/ blessing: 2d8 ⇒ (4, 5) = 9

Using my mat reroll to reroll the 4.

Str 11 (7+3+1 from ally in discard) vs. PE w/ blessing: 1d8 + 5 ⇒ (5) + 5 = 10

I never use die bumps, so why not - I'll use one here. Final result = 11, Pirate Entertainments defeated. Will cast Cauterize on self to heal. Have to discard a card first (Immolate, or possibly plunder from barrier). # of cards healed?: 1d4 + 1 ⇒ (2) + 1 = 3. Cards aren't random, so I choose to heal both blessings and Ref Servant.

Div 11 to recharge Cauterize?: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (5) = 16 - Cauterize recharged

Can't draw up yet, since I might get a plunder from Pirate Entertainments first. Turn paused until then. Everyone else needs to face Pirate Entertainments. Only blessing left that adds dice is Zarlova's 3rd blessing.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

Correction: I forgot that Nok-Nok is still @ Graveyard, so he doesn't need to face the barrier. Everyone else does, though. Also, I missed the fact that Svingli's Eye is available. That adds 1d8+2 (I think), since top card of blessings discard is BoG.

Dark Archive

Deck Handler

Varian will use Svingli’s Eye.

Strength (7+3) Check: 1d6 + 1d8 + 2 ⇒ (4) + (5) + 2 = 11 SUCCESS!

Bury Fiery Glare to use Intelligence die for the recharge check.

Survival (9) Check: 1d12 ⇒ 9 SUCCESS! Svingli's Eye is recharged.

Varian wrote:

Hand: Scorching Ray, Disrupting Rapier +1, Augury, Mind Thrust ,

Displayed:
Deck: 13 Discard: 1 Buried: 1
Notes: T-shirt reroll: Not used; Mat draw: Not used; Die Bumps: 2/2
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([X] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
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.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

Continuing turn...

EOT - Not recharging 3 cards, so: Survival 5 EOT check: 1d10 + 3 ⇒ (9) + 3 = 12 - passed. Revealing plant for hand size +1.

Poog wrote:

Hand: Fireblade, Stone Axe +1, Angelstep, Fiery Glare, Dogfinder, B of Green Faith 1, Buccaneer's Breastplate,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Breastplate reduces all struc damage by 1.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2

Favored Card: Blessing
Hand Size 5 [X]6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

Die bumps: 1

Reminders: Zarlova still needs to encounter Pirate Entertainments (card #10). Varian gets plunder from PE barrier. Cards left on top of Widowmaker isle (randomly shuffled): 3,5,7-9. (Cards 1-2 on bottom of location.)


STR d4 | DEX d6 | CON d6 | INT d10 + 1 (Craft +2; Know +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler


Discard Blessing of Spellbound for Hull Damage, heal 2. (blessing, sphere of fire.}
Discard other Blessing of Spellbound for Poog's Pirate Entertainments, heal 2. (blessing, flame staff).
Pirate Entertainments,

Pirate Entertainments Con 11: 1d6 ⇒ 2 Auto fail

recharge Shield Cloak to reduce damage.


During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


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.

When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.

During This Scenario: All characters start at the Shipwreck Graveyard. You may only move if your location is closed, and you may move only to the next open location in the location list.

At the end of your turn, you may recharge 3 cards; if you do not, succeed at a Craft or Survival 5 check or discard the top card of your deck.

To win, close all locations.
Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


Villains: None

Henchman:

Blackwater Charda
Spoiler:

Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

Ormandar
Spoiler:

Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Lightning Elemental
Spoiler:

Henchman 3
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 10, NokNok/MatsuKurisu

Random Cards:

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

Spoiler:
Cannoneer
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

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.

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

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

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

Spoiler:
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.

Weapons
Spoiler:
Keen Falcata +1
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.

Spoiler:
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:
Toxic Blunderbuss +1
Weapon 2
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 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Humanbane Crossbow +2
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

Spoiler:
Dagger Pistol +1
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

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:
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:
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:
Protect
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
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.

Armors
Spoiler:
Fortified Shell Armor
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 8 Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy 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:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Besmaran Vestments
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Items
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:
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.

Spoiler:
Nautical Charts
Item B
Traits:
Book To Acquire:
Wisdom
Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply.

Spoiler:
Periscope
Item 2
Traits:
Object To Acquire:
Wisdom
Perception 8 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

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

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

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

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

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

Blessings
Spoiler:
Blessing of 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 Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 20

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 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 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 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 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 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 7 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
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 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 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 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 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 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 14 /
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 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 B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 19 /
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 20 /
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.

Location #1: Shipwreck Graveyard
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, None

Location #2: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Varian/dinketry, Poog/wkover, Zarlova/Mhuirich, Constrictor Snake, Blessing of Hshurha

Widowmaker Isle Card 1:
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_

Widowmaker Isle 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.

Widowmaker Isle Card 3:
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Widowmaker Isle Card 4:
Blackwater Charda
Henchman 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 15 The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Widowmaker Isle Card 5:
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.

Widowmaker Isle Card 6 (Swamp Ghoul):
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Widowmaker Isle Card 7 (Ghost):
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_

Location #3: Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Beach 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


Beach Card 2:
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.

Beach Card 3:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Beach Card 4:
Ormandar
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12 Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.

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

Beach Card 6:
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.

Beach Card 7:
Goblin Keelhaulin'
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6 The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

Beach Card 8:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Beach Card 9:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Beach Card 10:
Powder Keg
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11 When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.

Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

Raker Shoals Card 1:
Ring of Wave Walking
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Raker Shoals Card 2:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Raker Shoals Card 3:
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.

Raker Shoals Card 4:
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.

Raker Shoals Card 5:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Raker Shoals Card 6:
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.

Raker Shoals Card 7:
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.

Raker Shoals Card 8:
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.

Raker Shoals Card 9:
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.

Raker Shoals Card 10:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

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

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

Coastline Card 3:
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.

Coastline Card 4:
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.

Coastline Card 5:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 6:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Coastline Card 7:
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.

Coastline Card 8:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Coastline Card 9:
Wilderness Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7 Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 10:
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.
Location #6: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Dark Archive

Deck Handler

Come on item, come on item...

Plunder to my hand: 1d6 ⇒ 1 Weapon. Keen Falcata - Weapon 2!

Keen Falcata:
Keen Falcata +1
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.

Varian gets presented a shiny (and far too heavy) blade as a prize for telling the funniest story.

”As-mostiest, more likely, ha Ha!” Varian repeats the punchline of the joke to himself as he looks at the incongruent blade.

I’ll likely hand this blade to either of the gobbos as soon as I can. Who wants it?

Dark Archive

Deck handler link

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,

Correct error last turn. Recharge poison damage (Spring Blade +1) instead of discard

Discard Blessing of Hadregash for Poog. Heal 2
healed card 1: 1d4 ⇒ 2 - Marianix Karn
healed card 2: 1d3 ⇒ 3 - Blessing of Hadregash

Discard pile:

Blessing of the Spy
Marianix Karn
Thieves' Tools
Blessing of Hadregash

Blessing = 10 / Blessing of the Gods

Start of Turn
At: #1: Shipwreck Graveyard
Give: No
Move: #2: Widowmaker Isle

Free explore = 1: Constrictor Snake, Monster B: Combat 11

Spoiler:
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.

Reveal Menacing Backsword +1 1d8+1+1d6+1, (#Barriers + 1) +2, Finesse +1d4, #Discarded Allys = -1
Combat 11: 1d8 + 1 + 1d6 + 1 + 4 + 1d4 - 1 ⇒ (3) + 1 + (2) + 1 + 4 + (3) - 1 = 13 - banished

End of Turn
Scenario.EOT Bury(Rekkish)
Draw up Brine's Sting, Blessing of the Ancients

Summary
Location = #2: Widowmaker Isle

Acquired =
Banished = 1: Constrictor Snake
Examined =
From Box =
Displayed =

Give =
Used =

Other =

Nok-Nok wrote:

Hand: Menacing Backsword +1, ac Shark Skin Armor, Captain's Cutlass, Blessing of Bastet, Brine's Sting, Blessing of the Ancients,

Displayed: , , , , , ,
Deck: 12 Discard: 2 Buried: 1
"Notes: BoBastet: allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice
BoAncients: add 1 die to any check.
Both available"

Skills and Powers:
SKILLS

Strength d8 +1
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.

Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

[ ][ ][ ][ ] 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.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


STR d4 | DEX d6 | CON d6 | INT d10 + 1 (Craft +2; Know +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry

Blessing = 1/Blessing of the Gods

Start of Turn

At: #2: Widowmaker Isle
Give: No
Move: No

Explore: Blessing of the Gods, auto-acquired, discard to explore again.

Explore: Blessing of Hshurha, Blessing 2, Wisdom/Survival 7

Discard Blessing of Thoth to add 2 dice.
Wisdom 7: 3d10 + 1 ⇒ (10, 1, 10) + 1 = 22 - Acquired.

Discard Riftwarden to explore.

Explore: Blackwater Charda, Henchman 3, Combat 15

Blackwater Charda:

Henchman 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 15 The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Uh, oh...

BYA Cold damage: 1d4 - 1 ⇒ (4) - 1 = 3

Well, crap. That's what I get for pushing things. Discard hand. Nothing left for the Combat check, so auto-fail that, but no cards for damage. 1 Structural damage from Raft, Poog will reveal Buccaneer's Breastplate to reduce it to zero. End turn and reset hand.

Summary
Location = #2: Widowmaker Isle
Acquired = 2/Blessing of the Gods, 3/Blessing of Hshurha
Banished =
Examined =
From Box =
Displayed =

Give =
Used =
Other = Widowmaker Isle is shuffled.

Zarlova wrote:

Hand: Life Drain, Blessing of Pharasma, Holy Light, Blessing of Nethys, Flame Staff, Surgeon,

Displayed:
Deck: 8 Discard: 5 Buried: 1
Notes: Blessings available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
[X] [ ] [ ] [ ] 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.


During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


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.

When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.

During This Scenario: All characters start at the Shipwreck Graveyard. You may only move if your location is closed, and you may move only to the next open location in the location list.

At the end of your turn, you may recharge 3 cards; if you do not, succeed at a Craft or Survival 5 check or discard the top card of your deck.

To win, close all locations.
Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


Villains: None

Henchman:

Blackwater Charda
Spoiler:

Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

Ormandar
Spoiler:

Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Lightning Elemental
Spoiler:

Henchman 3
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 12, Varian/dinketry

Random Cards:

Monsters
Spoiler:
Cannoneer
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

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

Spoiler:
Great White Shark
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16 The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

Spoiler:
Bull Shark
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

Spoiler:
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.

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

Spoiler:
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:
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.

Weapons
Spoiler:
Trident +2
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

Spoiler:
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.

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:
Repelling Pike +1
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

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

Spells
Spoiler:
Wall of Fire
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Instant Armor
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:
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:
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:
Skeleton Crew
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

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:
Besmaran Vestments
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

Items
Spoiler:
Nautical Charts
Item B
Traits:
Book To Acquire:
Wisdom
Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply.

Spoiler:
Ring of Wave Walking
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Spoiler:
Periscope
Item 2
Traits:
Object To Acquire:
Wisdom
Perception 8 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

Spoiler:
Potion of the Ocean
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9 Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

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

Allies
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:
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:
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.

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:
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.

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 18

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 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 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 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 5 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
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 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 10 /
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 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 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 13 /
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 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 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.
Spoiler:
Blessings Deck Card 17 /
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 18 /
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.

Location #1: Shipwreck Graveyard
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: Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, Varian/dinketry, Poog/wkover, Zarlova/Mhuirich, Blackwater Charda

Widowmaker Isle Card 1:
Blackwater Charda
Henchman 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
Combat 15 The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Widowmaker Isle Card 2:
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_

Widowmaker Isle Card 3:
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.

Widowmaker Isle Card 4:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Location #3: Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Beach 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

Beach Card 2:
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.

Beach Card 3:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Beach Card 4:
Ormandar
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12 Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.

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

Beach Card 6:
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.

Beach Card 7:
Goblin Keelhaulin'
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6 The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

Beach Card 8:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Beach Card 9:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Beach Card 10:
Powder Keg
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11 When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

Raker Shoals Card 1:
Ring of Wave Walking
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Raker Shoals Card 2:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Raker Shoals Card 3:
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.

Raker Shoals Card 4:
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.

Raker Shoals Card 5:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Raker Shoals Card 6:
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.

Raker Shoals Card 7:
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.

Raker Shoals Card 8:
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.

Raker Shoals Card 9:
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.

Raker Shoals Card 10:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

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

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

Coastline Card 3:
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.

Coastline Card 4:
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.

Coastline Card 5:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 6:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Coastline Card 7:
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.

Coastline Card 8:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Coastline Card 9:
Wilderness Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7 Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 10:
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.

Location #6: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Dark Archive

Deck Handler

Top card of hourglass: Blessing of Sivanah. Give Keen Falcata +1 to Nok-Nok. Discard Augury and choose 'monster'.

Varian's eyes fog over as he enters a trance, trying to see beyond the far bend in the river to spot the foe that walloped Zarlova.

Card #1 - Blackwater Charda; Card #2 - Ghost; Card #3 - Pirate Hunting. Shuffle deck and put cards #1 and #2 in that order on top. Encounter Blackwater Charda.

The squat four-armed black-scaled creature shoots like a harpoon out of the water at Varian, icy black ichor pouring from its open jaws!

How much BYA cold damage?: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Scorching Ray.

Varian dives flat to the deck, the arctic blast coating his right arm in frostbite-inducing black ice. The wizard brings his left hand to his temple and locks his gaze on the roaring wrathful monster.

Discard Mind Thrust for this.

Combat (15) Check: 1d12 + 1 + 3 + 1d6 + 3 ⇒ (9) + 1 + 3 + (4) + 3 = 20 SUCCESS!

The creature's eyes go wide in their sockets as it grips onto the sides of his skull, desperately trying to counteract the mounting pressure in its head. With a sickly sploosh!, its skull explodes into a spray of black goo and the foul beast drops onto the deck of the raft, quite dead.

"It must have come from somewhere!" Varian shouts over the screams of the crew. "Peel your eyes for an enemy vessel!"

Encounter Enemy Ship. Pausing to figure out how to handle this.

Dark Archive

Deck Handler

Random Ship: 1d11 ⇒ 6 Sea Chanty

#6:

Sea Chanty:

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.

A strange croaking noise erupts across the waters, the echoing of thousands of bullfrogs presaging the arrival of a strangely-woven mass of reeds and detritus piloted by a crew of four smaller but similarly-shaped creatures. The waters pitch and toss the poor pathetic raft violently, dislodging a crew member into the dark waters.

Poog, please reveal your Buccaneer's Breastplate again to counter the 1 Structural damage that we take for encountering a ship.

"Thar she blows!" Varian hollers, getting way too into the nautical theme.

Recharge Poog's Blessing of the Green Faith to add a die to this Wisdom check.

Wisdom (6) Check: 2d6 ⇒ (4, 3) = 7 SUCCESS! Location closed! No ally in discard pile.

Plunder!: 1d6 ⇒ 2 Spell!

The wizard stretches out as far as he can and clasps his hands around the wrist of the screeching sailor, wrenching him violently back onto the raft. As he does so, the edge of the raft comes up ever so slightly, allowing the wake from the charda craft to wash the raft violently out on a lateral trajectory over a sandy atoll and into a beach. Screeching with disappointment, the charda attempt to bank a turn to come around, but the crew of the raft marvel at a temporary reprieve from their doom.

End turn. Not enough cards in hand for EOT check. Discard Arnisant, then reset hand.

Varian wrote:

Hand: Disrupting Rapier +1, Fly, Farglass, Fire Snake, Steal Book, Blessing of Abraxas,

Displayed:
Deck: 7 Discard: 5 Buried: 1
Notes: T-shirt reroll: Not used; Mat draw: Not used; Die Bumps: 2/2; Blessing of Abraxas available and adds 2 dice to any Divine/Arcane check. I can use Farglass to look at the top 2 cards of ANY location. I'm also going to use Steal Book to automatically grab any Arcane Spell 3 or Item 3 with the Book trait.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([X] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [X] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
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.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

OOT - Recharge B of Green Faith for Varian. On my turn, Flip BoG, move to Beach, and explore. Encounter Goblin Pegleg. Discard Fiery Glare to banish Pegleg and explore again. Div 10 to recharge Glare?: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (1) = 14 - recharged

Continuing explore from Glare, encounter Holy Stone.

Divine 6 to acquire Stone: 1d10 + 4 ⇒ (10) + 4 = 14 - acquired

EOT - not recharging 3 cards, so Surv 5 or discard top card of deck: 1d10 + 3 ⇒ (2) + 3 = 5 - passed. Discarding Holy Stone before drawing up. Reveal plant for hand size +1.

Poog wrote:

Hand: Fireblade, Stone Axe +1, Angelstep, B of Kelizandri, Dogfinder, Hatchet, Buccaneer's Breastplate,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Breastplate reduces all struc damage by 1. Kelizandri adds 2 dice vs. Aquatic cards.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2

Favored Card: Blessing
Hand Size 5 [X]6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

Die bumps: 1

Dark Archive

Deck handler link

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,

Recieved ac Keen Falcata +1 from Varian

Blessing = 2 / Blessing of Achaekek

Start of Turn
At: #2: Widowmaker Isle
Give: No
Move: #3: Beach

Free explore = 3: Sea Hag, Monster B, Aquatic: Combat 11

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

Discard ac Keen Falcata +1 (4s as 6) 1d8+1+4d4+1, (#Barriers + 1) +2
Combat 11: 1d8 + 1 + 4d4 + 1 + 2 ⇒ (8) + 1 + (4, 4, 4, 4) + 1 + 2 = 28 - +8 from d4s = 36 :-). banished
Wow! Throwing a Keen Falcata at a Sea Hag works well :-)

Discard Blessing of the Ancients explore = 4: Ormandar, Henchman 3, Aquatic: Combat 16

Spoiler:

Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.

BYA Hammerhead shark ( Poog, Nok-Nok): 1d2 ⇒ 2 - Nok-Nok
Hammerhead Shark, Henchman B, Monster, Aquatic Veteran: Combat 12 (9+3)
Hammerhead Shark:

Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Brine's Sting (1d reroll) 1d8+1+2d4+2, (#Barriers + 1) +2, Finesse +1d4
Combat 12: 1d8 + 1 + 2d4 + 2 + 2 + 1d4 ⇒ (7) + 1 + (4, 3) + 2 + 2 + (2) = 21 - defeated Hammerhead Shark

4: Ormandar, Henchman 3, Aquatic: Combat 16
Reveal Brine's Sting (1d reroll) 1d8+1+2d4+2, (#Barriers + 1) +2, Finesse +1d4
Combat 16: 1d8 + 1 + 2d4 + 2 + 2 + 1d4 ⇒ (5) + 1 + (4, 3) + 2 + 2 + (3) = 20 - Defeated Ormandar

Beach.Close = Bury ac Shark Skin Armor. Poog must bury a card to close Beach

AYA Hammerhead shark ( Poog, Nok-Nok): 1d2 ⇒ 1 - Poog

End of Turn
Scenario.EOT Bury(Captain's Cutlass)
Draw up Marianix Karn, Dredge, Xoff

Summary
Location = #3: Beach - CLOSED

Acquired =
Banished = 3: Sea Hag, 4: Ormandar
Examined =
From Box =
Displayed =

Give =
Used =

Other = Poog must fight summoned Hammerhead shark
Poog must bury a card to close Beach

Nok-Nok wrote:

Hand: Brine's Sting, Menacing Backsword +1, Blessing of Bastet, Marianix Karn, Dredge, Xoff,

Displayed: , , , , , ,
Deck: 9 Discard: 4 Buried: 3
Notes: BoBastet: allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice. available

Skills and Powers:
SKILLS

Strength d8 +1
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.

Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

[ ][ ][ ][ ] 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.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

Out of turn: Burying Hatchet to close the Beach. Now fighting Hammerhead.

Combat 12 (9+3) w/ Fireblade: 1d10 + 2d4 + 4 + 1d6 ⇒ (1) + (2, 4) + 4 + (6) = 17 - defeated

Div 8 recharge?: 1d10 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10 - recharged

Poog wrote:

Hand: Stone Axe +1, Angelstep, B of Kelizandri, Dogfinder, Buccaneer's Breastplate,

Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Breastplate reduces all struc damage by 1. Kelizandri adds 2 dice vs. Aquatic cards.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2

Favored Card: Blessing
Hand Size 5 [X]6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

Die bumps: 1


During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


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.

When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.

During This Scenario: All characters start at the Shipwreck Graveyard. You may only move if your location is closed, and you may move only to the next open location in the location list.

At the end of your turn, you may recharge 3 cards; if you do not, succeed at a Craft or Survival 5 check or discard the top card of your deck.

To win, close all locations.
Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


Villains: None

Henchman:

Blackwater Charda
Spoiler:

Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

Ormandar
Spoiler:

Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Lightning Elemental
Spoiler:

Henchman 3
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 15, Zarlova/Mhuirich

Random Cards:

Monsters
Spoiler:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Spoiler:
Sea Cat
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12 Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

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

Spoiler:
Cannoneer
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

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

Barriers
Spoiler:
Jagged Shoals
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

Spoiler:
Ambush
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:
Jagged Shoals
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

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

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

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

Spoiler:
Repelling Pike +1
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

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

Spoiler:
Keen Falcata +1
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.

Spoiler:
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


Spells
Spoiler:
Rage
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

Spoiler:
Dehydrating Touch
Spell 2
Traits:
Magic
Arcane
Attack
Elite To Acquire:
Intelligence
Arcane 9 For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Spoiler:
Skeleton Crew
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Animate Water
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
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.

Spoiler:
Besmaran Vestments
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Benevolent Buckler
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:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Archer's Bracers
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.

Spoiler:
Periscope
Item 2
Traits:
Object To Acquire:
Wisdom
Perception 8 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

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

Spoiler:
Amulet of Fortitude
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

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

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

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

Spoiler:
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.

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 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 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:
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.

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: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 2 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
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 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 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 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 7 /
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 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 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 10 /
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 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.
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 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 15 /
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.

Location #1: Shipwreck Graveyard
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: Widowmaker Isle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Varian/dinketry, Zarlova/Mhuirich,

Location #3: Beach
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, Poog/wkover, None

Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

Raker Shoals Card 1:
Ring of Wave Walking
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Raker Shoals Card 2:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Raker Shoals Card 3:
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.

Raker Shoals Card 4:
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.

Raker Shoals Card 5:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Raker Shoals Card 6:
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.

Raker Shoals Card 7:
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.

Raker Shoals Card 8:
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.

Raker Shoals Card 9:
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.

Raker Shoals Card 10:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

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

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

Coastline Card 3:
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.

Coastline Card 4:
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.

Coastline Card 5:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 6:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Coastline Card 7:
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.

Coastline Card 8:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Coastline Card 9:
Wilderness Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7 Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 10:
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.
Location #6: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Plunder Pile Card 1:
Dehydrating Touch
Spell 2
Traits:
Magic
Arcane
Attack
Elite To Acquire:
Intelligence
Arcane 9 For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Plunder Pile Card 2:
Anchor
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8 Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.


STR d4 | DEX d6 | CON d6 | INT d10 + 1 (Craft +2; Know +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry

Blessing = 0/Blessing of Erastil

Start of Turn

At: #2: Widowmaker Isle
Give: No
Move: #4: Raker Shoals

Explore: 1/Ring of Wave Walking, Item 1, Con/Fort 6

Ring of Wave Walking:

Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Con 6: 1d6 ⇒ 1 - Failed, banished
Display Surgeon, heal 1 (Blessing of the Gods), and recharge. Discard Blessing of Nethys to examine top two cards.

Examine: 2/Curse of the Deep

Curse of the Deep:

Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Examine: 3/Illuminate

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.

Put back with Illuminate on top, and encounter.

Divine 6: 1d10 + 4 ⇒ (3) + 4 = 7 - Acquired.

Acquired Magic trait, examine top of deck: Blessing of the Spellbound. Take into hand. Was hoping for Fire Snake to deal with barrier, but not to be. End turn: recharge Illuminate, Flame Staff, Blessing of the Spellbound 2 for EOT effect, and reset hand.

Summary
Location = #4: Raker Shoals

Acquired = 3/Illuminate
Banished = 1/Ring of Wave Walking
Examined = 2/Curse of the Deep
From Box =
Displayed =

Give =
Used =
Other = 2/Curse of the Deep is still on top of Raker Shoals, followed by card 4.

Zarlova wrote:

Hand: Life Drain, Blessing of Pharasma, Holy Light, Wand of Detect Magic, ac Blessing of the Gods, Sphere of Fire,

Displayed:
Deck: 9 Discard: 5 Buried: 1
Notes: Blessings available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
[X] [ ] [ ] [ ] 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.


During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


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.

When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.

During This Scenario: All characters start at the Shipwreck Graveyard. You may only move if your location is closed, and you may move only to the next open location in the location list.

At the end of your turn, you may recharge 3 cards; if you do not, succeed at a Craft or Survival 5 check or discard the top card of your deck.

To win, close all locations.
Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


Villains: None

Henchman:

Blackwater Charda
Spoiler:

Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

Ormandar
Spoiler:

Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Lightning Elemental
Spoiler:

Henchman 3
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 16, Varian/dinketry

Random Cards:

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

Spoiler:
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:
Great White Shark
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16 The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

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

Spoiler:
Sea Cat
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12 Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

Barriers
Spoiler:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Spoiler:
Barroom Brawl
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:
Sandbar
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11 Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

Spoiler:
Pirate Hunting
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:
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.

Weapons
Spoiler:
Toxic Blunderbuss +1
Weapon 2
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 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

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

Spoiler:
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:
Trident +2
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

Spells
Spoiler:
Dimension Leap
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Spoiler:
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:
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.

Spoiler:
Protect
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Protect
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
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:
Fortified Shell Armor
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite To Acquire:
ConstitutionFortitude 8 Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
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.

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

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

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

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

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

Spoiler:
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:
Monkey
Ally 3
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 9 Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Gorum:
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.

Blessings Remaining: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
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 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 6 /
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 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 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 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 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 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 14 /
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.

Location #1: Shipwreck Graveyard
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: Widowmaker Isle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Varian/dinketry,

Location #3: Beach
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, Poog/wkover, None

Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Zarlova/Mhuirich, None

Raker Shoals Card 1 (Curse of the Deep):
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Raker Shoals Card 2:
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.

Raker Shoals Card 3:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Raker Shoals 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.

Raker Shoals Card 5:
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.

Raker Shoals Card 6:
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.

Raker Shoals Card 7:
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.

Raker Shoals Card 8:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

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

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

Coastline Card 3:
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.

Coastline Card 4:
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.

Coastline Card 5:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 6:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Coastline Card 7:
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.

Coastline Card 8:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Coastline Card 9:
Wilderness Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7 Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 10:
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.
Location #6: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Plunder Pile Card 1:
Dehydrating Touch
Spell 2
Traits:
Magic
Arcane
Attack
Elite To Acquire:
Intelligence
Arcane 9 For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Plunder Pile Card 2:
Anchor
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8 Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

Dark Archive

Deck Handler

Top card of the hourglass: Blessing of Gorum. Move to Raker Shoals.

Varian stares into the dark waters and deep into his own mind, confronting the horrors of the drowning trap he encountered back in the Hao Jin demiplane.

Encounter Curse of the Deep. Discard Fire Snake for this.

Arcane (7) Check: 1d12 + 1 + 2 ⇒ (1) + 1 + 2 = 4 Growl. Use reroll item.
Reroll: 1d12 + 1 + 2 ⇒ (2) + 1 + 2 = 5 Yup, it looks like I'm meant to fail this.

Diving deep into the recesses of his brain, Varian finds himself paralysed with fear at the constant rush of water streaming around him, filling his mouth and nose, his ears, his eyes. He gasps and cries out, then tumbles headlong into the waters of the racing river, off the raft.

Bury Steal Book to draw Fire Snake back into my hand, what good that will do me, and shuffle the rest of my spells in discard-land - Mind Thrust, Scorching Ray, Augury - into my deck. Reset hand and end turn.

Varian wrote:

Hand: Disrupting Rapier +1, Fly, Farglass, Fire Snake, Mind Thrust, Blessing of Abraxas,

Displayed: Curse of the Deep ,
Deck: 8 Discard: 2 Buried: 2
Notes: T-shirt reroll: Used; Mat draw: Not used; Die Bumps: 2/2
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([X] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [X] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
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.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

Flip B of Zogmugot. Move to Raker Shoals and explore, encounter B of Sivanah - which is auto-acquired. Discard Sivanah to explore again, encounter Swabbing the Decks barrier.

Con 7 vs. Swabbing w/ my Kelizandri (adds 2 dice): 3d8 ⇒ (2, 8, 6) = 16 - success

Now banishing Dogfinder. Cards from discard drawn into hand?: 1d4 + 1 ⇒ (1) + 1 = 2. Random cards drawn = B of Kelizandri, Immolate.

Using Angelstep on Zarlova. # of cards healed?: 1d4 + 1 ⇒ (4) + 1 = 5 - full heal

Surv 9 Angelstep recharge?: 1d10 + 3 ⇒ (5) + 3 = 8 - no, buried

End of turn, not recharging 3 cards. Surv 5 EOT or discard card from deck: 1d10 + 3 ⇒ (2) + 3 = 5 - passed

Poog wrote:

Hand: B of Kelizandri, Stone Axe +1, Buccaneer's Breastplate, Immolate, Rickety Hake, Cloud Puff,

Displayed:
Deck: 9 Discard: 2 Buried: 2
Notes: Breastplate reduces all struc damage by 1. Kelizandri adds 2 dice vs. Aquatic cards. Puff ignores BYA + AYA for any bane.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2

Favored Card: Blessing
Hand Size 5 [X]6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

Die bumps: 1

Dark Archive

Deck handler link

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,

Blessing = 2 / Blessing of Achaekek

Start of Turn
At: #3: Beach
Give: No
Move: #4: Raker Shoals

Free explore = 3: Swabbing the Decks, Barrier 1, Aquatic: Fortitude 7

Spoiler:
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Fortitude 1d10+1+2, (#Barriers + 1) +3
Fortitude 7: 1d10 + 1 + 2 + 3 ⇒ (4) + 1 + 2 + 3 = 10 - banished

Discard Xoff, examine and rearrange 3
6: Large Chest
4: Blessing of Abadar
5: Magic Buckler

and may explore = 6: Large Chest, Barrier B, Veteran: Disable 12 (9+3)

Spoiler:
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.

Disable 12 1d10+1+0, (#Barriers + 1) +3, Recharge Marianix Karn +1d6
Disable 12: 1d10 + 1 + 3 + 1d6 ⇒ (5) + 1 + 3 + (2) = 11 - Failed. Banished due to card text

Discard Dredge explore = 4: Blessing of Abadar, Blessing B: Disable 6

Spoiler:
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.

Disable 6 1d10+1+0
Disable 6: 1d10 + 1 ⇒ (1) + 1 = 2 - banished

End of Turn
Scenario.EOT Bury(Menacing Backsword +1)
Draw up Harrow Deck, Blessing of Abadar, ac Coral Capuchin, Blessing of Hadregash

Start of Zarlova's Turn

Discard Harrow Deck, examine and rearrange 3
8: Lightning Elemental, Henchman 3
7: Dragon Pistol
5: Magic Buckler

Summary
Location = #4: Raker Shoals

Acquired =
Banished = 3: Swabbing the Decks , 6: Large Chest, 4: Blessing of Abadar
Examined = 8: Lightning Elemental, 7: Dragon Pistol, 5: Magic Buckler
From Box =
Displayed =

Give =
Used =

Other =

Nok-Nok wrote:

Hand: Brine's Sting, Blessing of Bastet, , Blessing of Abadar, ac Coral Capuchin, Blessing of Hadregash,

Displayed: , , , , , ,
Deck: 6 Discard: 6 Buried: 5
"Notes: BoBastet: allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice. available
BoHadregash: +1D to check by Goblin. Available
BoAbadar: +2d vs Barrier, or +1D. Available"

Skills and Powers:
SKILLS

Strength d8 +1
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.

Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

[ ][ ][ ][ ] 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.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


STR d4 | DEX d6 | CON d6 | INT d10 + 1 (Craft +2; Know +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu

Blessing = 3/Blessing of the Gods

Start of Turn: 1 Struc dmg for Raker Shoals. Poog reveals Buccaneer's Breastplace to reduce to 0.

At: #4: Raker Shoals
Give: No
Move: No

Free explore = 8/Lightning Elemental, Henchman 3, Combat 17

Lightning Elemental:

Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Discard Holy Light (Divine + 2d6). Dicard Blessing of Pharasma (+2 dice). - Success
Combat 17: 3d10 + 4 + 2d6 ⇒ (10, 8, 6) + 4 + (2, 2) = 32
Recharge Holy Light Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8 - Recharged to top of deck.

Pausing to discuss structural damage for close.


STR d4 | DEX d6 | CON d6 | INT d10 + 1 (Craft +2; Know +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Discard Wand of Detect Magic for 1 Struct Damage, relying on the rest of the party to handle the rest and close the location. End of turn.

Discard None
Draw ac Blessing of Hshurha, Blessing of the Spellbound 1, Blessing of Thoth

Summary
Location =
Acquired =
Banished = 8/Lightning Elemental
Examined =
From Box =
Displayed =

Give =
Used =
Other = #4: Raker Shoals, pending Structural Damage from the rest of the party.

Zarlova wrote:

Hand: Life Drain, ac Blessing of Hshurha, Blessing of the Spellbound 1, Blessing of Thoth, ac Blessing of the Gods, Sphere of Fire,

Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Blessings available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
[X] [ ] [ ] [ ] 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.

Dark Archive

Deck Handler

Before Varian's turn, he discards Fly to examine the top card of the Coastline and to allow Zarlova to move there. Top card of Coastline is Freezing Sphere (Spell 3)!

Top card of hourglass is BotG. Discard Disrupting Rapier +1 for structural damage from Zarlova's turn. Start of turn: encounter Curse of the Deep. Discard Fire Snake to use Arcane skill for this check.

Varian sinks through the dark and swiftly-moving waters, paralysed within his own terror-filled mind. He suddenly thinks of Zarlova, that earthly beacon of magical power and the object of his unrequited affection. Varian's mind shifts from his desperate fear, and instead he feels himself filled with righteous power.

How dare I let this get the better of me? he thinks, a fiery desire beginning to light within his mind.

Arcane (7) Check: 1d12 + 1 + 2 ⇒ (4) + 1 + 2 = 7 Wow. The dice roller really has it in for me. SUCCESS!

With a tumultuous and steamy eruption from the deep, the wizard rockets out from the riverbed sheathed in a nimbus of fire. He peers down at the tiny raft and slowly alights, the flames winking out as he lowers his hands.

"Ahem," Varian says with a tinge of embarrassment to his voice, "just in for a surveillance swim. Nothing worrisome to see here."

Move to Coastline and take regular explore. Encounter Freezing Sphere. Discard Blessing of Abraxas for 2 dice to this check.

Arcane (11) Check: 3d12 + 1 + 2 ⇒ (5, 3, 12) + 1 + 2 = 23 SUCCESS!

"My dear Zarlova, you look positively frostbitten. May I share some warmth with you?" Varian asks as sweetly as possible.

Discard Farglass to examine the top two cards of Coastline: Card #1 - Pierce Jerrell (Ally 3!); Card #2 - Potion of Heroism. I'll put the item on top of the ally as Poog is next. Reset hand and end turn.

Varian wrote:

Hand: Freezing Sphere, Mirian Raas, Svingli's Eye, Augury, Mind Thrust, Scorching Ray,

Displayed:
Deck: 5 Discard: 7 Buried: 2
Notes: T-shirt reroll: Used; Mat draw: Not used; Die Bumps: 2/2; Svingli's Eye can be used by anyone for a 1d4+2 to anyone (or 1d8+2 if BotG is the hour).
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([X] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [X] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
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.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


STR d4 | DEX d6 | CON d6 | INT d10 + 1 (Craft +2; Know +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Misdrew hand at end of last turn, forgot I had put Holy Light on top of deck.

Zarlova wrote:

Hand: Life Drain, Holy Light, ac Blessing of Hshurha, Blessing of the Spellbound 1, ac Blessing of the Gods, Sphere of Fire,

Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Blessings available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
[X] [ ] [ ] [ ] 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.


During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


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.

When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.

During This Scenario: All characters start at the Shipwreck Graveyard. You may only move if your location is closed, and you may move only to the next open location in the location list.

At the end of your turn, you may recharge 3 cards; if you do not, succeed at a Craft or Survival 5 check or discard the top card of your deck.

To win, close all locations.
Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

When Encountering:
Before you act, suffer 1 Structural damage.

When Commanding:
If you fail a check to defeat a monster that has the
Aquatic trait, your ship is dealt 1 Structural damage.

Check To Repair:
Strength
4

When Commanding (Wrecked):
If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


Villains: None

Henchman:

Blackwater Charda
Spoiler:

Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.

Ormandar
Spoiler:

Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Lightning Elemental
Spoiler:

Henchman 3
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 21, Poog/wkover

Random Cards:

Monsters
Spoiler:
Will-o'-Wisp
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

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

Spoiler:
Cannoneer
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

Spoiler:
Giant Anaconda
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18 If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.

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

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

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

Spoiler:
Pirate Hunting
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:
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:
Jagged Shoals
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

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

Spoiler:
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:
Humanbane Crossbow +2
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

Spoiler:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5 For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

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

Spoiler:
Wall of Fire
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Rage
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

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

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

Armors
Spoiler:
Fortified Shell Armor
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite To Acquire:
ConstitutionFortitude 8 Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
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:
Fortified Shell Armor
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite To Acquire:
ConstitutionFortitude 8 Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Crystal of Healing Hands
Item 3
Traits:
Accessory
Magic
Divine
Healing To Acquire:
Wisdom
Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

Spoiler:
Jellyfish Cape
Item 2
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 8 Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.

Allies
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:
Slip
Ally 3
Traits:
Halfling
Spy To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9 On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

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

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

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

Spoiler:
Blessing of Cayden Cailean
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.

Top of Blessing Discard Pile:

Blessing of Milani:
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.

Blessings Remaining: 9

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 2 /
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 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 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 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 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 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 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.

Location #1: Shipwreck Graveyard
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: Widowmaker Isle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #3: Beach
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 #4: Raker Shoals
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, Poog/wkover, Zarlova/Mhuirich, None

Location #5: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Varian/dinketry, Lightning Elemental

Coastline Card 1 (Potion of Heroism):
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.

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

Coastline Card 3:
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.

Coastline Card 4:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 5:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Coastline 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.

Coastline Card 7:
Lightning Elemental
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Coastline Card 8:
Wilderness Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7 Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Coastline Card 9:
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.
Location #6: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Plunder Pile Card 1:
Dehydrating Touch
Spell 2
Traits:
Magic
Arcane
Attack
Elite To Acquire:
Intelligence
Arcane 9 For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Plunder Pile Card 2:
Anchor
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8 Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6

Flip Blessing 5: B of Milani. Move to Coastline and explore - encounter Potion of Heroism. Auto-fail to acquire. Discard Rickety Hake to explore, encounter Pierce Jerrell (Ally 3). Using Zarlova's B of Hshurha (adds 2 dice). Blessing discarded, Zar heals 2.

Int 6 to acquire Pierce w/ above blessing: 3d6 ⇒ (4, 3, 2) = 9 - acquired

Discard Pierce to explore again, encounter Ambush. Use Nok-Nok's B of Abadar. Blessing discarded, then Nok heals 2.

Wisdom 12 (9+3) w/ above blessing: 1d10 + 2 + 2d10 ⇒ (8) + 2 + (9, 10) = 29

Success, get free explore from Ambush - encounter next card: Shark Skin Armor (Armor 2).

Con 7 to acquire armor: 1d8 ⇒ 6 - failed, armor banished

EOT, not recharging 3 cards. Surv 5 EOT check: 1d10 + 3 ⇒ (9) + 3 = 12 - passed. Reveal plant for hand size +1.

Poog wrote:

Hand: B of Kelizandri, Stone Axe +1, Buccaneer's Breastplate, Immolate, B of Gobs, Cloud Puff, B of Green Faith 2,

Displayed:
Deck: 7 Discard: 4 Buried: 2
Notes: Breastplate reduces all struc damage by 1. Kelizandri adds 2 dice vs. Aquatic cards. Puff ignores BYA + AYA for any bane.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2

Favored Card: Blessing
Hand Size 5 [X]6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

Die bumps: 1

I think Nok still needs to discard card for closing struc damage for Raker Shoals, but I'm not entirely sure.

Dark Archive

Deck handler link

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,

Discard ac Coral Capuchin for Raker Shoals Close structural damage

Discard Blessing of Abadar for Poog. Heal 2
healed card 1: 1d8 ⇒ 6 - Dredge
healed card 2: 1d7 ⇒ 3 - ac Keen Falcata +1

Spoiler:

Blessing of the Spy
Thieves' Tools
ac Keen Falcata +1
Blessing of the Ancients
Xoff
Dredge
ac Coral Capuchin
Blessing of Abadar

Blessing = 1 / Blessing of Sivanah

Start of Turn
At: #4: Raker Shoals
Give: No
Move: #5: Coastline

Free explore = 5: Manticore, Monster 3: Combat 12

Spoiler:

Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Poog uses Cloud Puff to ignore BYA Ranged Combat
Reveal Brine's Sting 1d8+1+2d4+2, (#Barriers + 1) +1, Finesse +1d4
Combat 12 : 1d8 + 1 + 2d4 + 2 + 1 + 1d4 ⇒ (1) + 1 + (3, 4) + 2 + 1 + (3) = 15 - banished

End of Turn
Scenario.EOT Bury(Blessing of Hadregash)
Draw up Blessing of Asmodeus, ac Sniper's Studded Leather, ac Keen Falcata +1, Compass

Summary
Location = #5: Coastline

Acquired =
Banished = 5: Manticore
Examined =
From Box =
Displayed =

Give =
Used = Poog uses Cloud Puff to ignore BYA Ranged Combat

Other =

Nok-Nok wrote:

Hand: Brine's Sting, Blessing of Bastet, Blessing of Asmodeus, ac Sniper's Studded Leather, ac Keen Falcata +1, Compass,

Displayed: , , , , , ,
Deck: 4 Discard: 6 Buried: 6
"Notes: BoBastet: allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice. available
BoAsmodeous: +1D to check. Available"

Skills and Powers:
SKILLS

Strength d8 +1
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.

Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

[ ][ ][ ][ ] 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.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

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