
Mhuirich - Zarlova |

Turn Order: Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Out of Turn Updates: Cast Find Traps for Poog. Reload Divine 8: 1d10 + 5 ⇒ (10) + 5 = 15 - Success. Draw Riftwarden.
Turn: Turn 5 - 4 / Blessing of Achaekek
Start of Turn:
At: #1: Chapel
Give: No
Move: No
Explore: 8/Becalmed, Barrier 2, Wis/Sur 8
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Cast Fire Snake.
Divine 8: 1d10 + 5 ⇒ (9) + 5 = 14 - Success
Draw Find Traps back into hand. Examine next card in location: Blessing of Pharasma, so no damage. Check to see if I can close.
Location 5: 1d10 ⇒ 4 - Failed
I am a sad panda. Discard Riftwarden to explore.
Explore: 9/Blessing of Pharasma, Blessing B, Int/Arc/Div 5
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Auto-acquired. Discard to explore.
Explore: 10/Anchor, Item B, Wis/Sur 8
SS
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
Wisdom 8: 1d10 + 2 ⇒ (9) + 2 = 11 - Success
Examine top of location: Barroom Brawl, Barrier B
Combat damage: 1d4 ⇒ 2
Recharge Shield cloak to reduce damage. Leave Barroom Brawl on top. End turn.
Fire Snake: Divine 8: 1d10 + 5 ⇒ (10) + 5 = 15 -> Fire Snake recharged.
Discard Anchor
Draw Wand of Detect Magic, Cure
Summary
Location = #1: Chapel
Acquired = 9/Blessing of Pharasma, 10/Anchor
Banished = 8/Becalmed
Examined = 11/Barroom Brawl
From Box =
Displayed =
Give =
Used =
Other =
Hand: Find Traps (ac), Cure, Pyrotechnic Blast, Ghost Whip, Wand of Detect Magic, Holy Light,
Displayed:
Deck: 11 Discard: 4 Buried: 0
Hero Points: 2
NOTES:
Available Support: Cure available.
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Role: Theurge
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you would recharge a spell that has both the Divine and Attack traits, you may reload it instead.
When you acquire a card that has the Magic trait, examine the top (☑ or bottom) card of your deck; if it is a spell (☑ or a blessing), you may draw it.
☐ You gain the skill Arcane: Intelligence +2.
☐ Add 2 (☐ 4) to your check to acquire (☐ or recharge) a spell.
☑ Add 2 (☐ 4) to your check that has the Attack trait.

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The hour is basic. Varian recharges Fiery Glare and reveals Eando Kline to examine top card of the deck.
Random Tower Card (reroll '10' and '11'): 1d13 ⇒ 7 Icy Boarding Pike - encounter it.
Varian's pirate colleague directs him down a narrow hallway thick with the dusty cobwebs of centuries of abandon. He offers the wizard his trusty maritime pike as cold comfort to taking the lead down the passage.
Strength (10) Check: 1d6 ⇒ 3 Auto-FAIL!
The wizard laughs aside the offer of the ungainly weapon and instead closes his eyes to concentrate on the arcane world once more, drawing insight and power from the infinite realm of magic lore.
Place Augury in Recovery and select barrier, examining the next top three cards of the location.
Random Tower Card (reroll '7', '10', and '11'): 1d13 ⇒ 4 Besmara's Bones
Random Tower Card (reroll '4', '7', '10', and '11'): 1d13 ⇒ 6 Cryptic Runes
Random Tower Card (reroll '4', '6', '7', '10', and '11'): 1d13 ⇒ 6
Random Tower Card (reroll '4', '6', '7', '10', and '11'): 1d13 ⇒ 1 Sandara Quinn
Shuffle deck and place Cryptic Runes on top. End turn there.
Varian sees the presence of cryptic runes of ancient power in the chamber at the end of the tight passage, but also gleans a sense of danger necessitating caution. Needing a moment to ponder his next action, the wizard halts the small party with a silent gesture.
Recovery phase: Augury goes into discard pile. Reset hand.
Hand: Helm of Telepathy, Eando Kline, Disrupting Rapier +1, Fly, Blessing of Abraxas, Aqueous Orb,
Displayed:
Deck: 10 Discard: 2 Buried: 1
Notes: Varian would like to keep his blessing unless very much needed. Feel free to use his Helm of Telepathy if you'd like (recharge to allow you to see the top card of your character deck and shuffle if you want).
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [X] +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 [ ] 8
Proficient with: Weapons [ ] Light Armors
Powers: Role Card - Venture-Captain
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 ([ ] or an ally) 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) ([ ] or an ally), you may examine the top card of your location deck; if it is a spell ([X] or a barrier) ([ ] or an ally), you may discard a card to encounter it.
[X] You gain the skill Diplomacy: Charisma +3 ([ ] Add 1d8 to your checks to acquire allies.)
[ ] When building your deck, you may treat allies as items or blessings.
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.

wkover - Poog |

Don't want to take on Brawl with Zarlova there, so move to Scar Bay and explore - encounter Mercenary.
Combat 13 (10+3) w/ Immolate: 1d10 + 2d4 + 5 + 1d6 ⇒ (2) + (4, 1) + 5 + (4) = 16 - success
Discard Erastil to explore again, encounter Jagged Shoals barrier. Using Zarlova's Find Traps spell.
Survival 11 w/ Find Traps: 1d10 + 4 + 2d10 ⇒ (6) + 4 + (8, 3) = 21 - defeated
Per scenario ability, examine next card: Cryptic Runes barrier. Combat damage taken?: 1d4 ⇒ 1 - discard Hatchet. Will banish examined Cryptic Runes. Now for Recovery - Immolate auto-recharges.
Hand: B of Kelizandri, Cauterize 2, Cloud Puff, B of Green Faith 2, Fiery Glare, Obscure,
Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Kelizandri adds 2 dice vs. Aquatic cards.
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1
Summary: Cards 1-3 at Scar Bay are banished. Zarlova's Find Traps used.

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Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,
Blessing = 7 / Blessing of the Gods
Start of Turn
At: #3: Safe House
Give: No
Move: No
Free explore = 5: Lookout Duty, Barrier B, Veteran: Wisdom 9 (6+3)
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.
Dicard Thieves Tools to recovery to auto defeat
5: Lookout Duty examine = 6: Besmaran Vestments, Armor 3 , not monster, leave on top
Scenario effect, examine top card = 6: Besmaran Vestments, No damage. Banish
Can I close?: 1d10 ⇒ 1 < remaining cards, no attempt to close
Discard Compass explore = 7: Potion of Healing, Item B: Intelligence 5
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.
auto fail - banished
Scenario effect, examine top card = 8: Cannonade, Barrier 3 , Combat damage: 1d4 ⇒ 4 - Bury ac Shark Skin Armor to reduce to 0
Banish 8: Cannonade
Discard Blessing of Bastet, examine and may explore = 9: Besmaran Vestments, Armor 3: Fortitude 6
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.
Fortitude 6: 1d10 + 1 + 2 ⇒ (10) + 1 + 2 = 13 - Success
End of Turn
Recovery
Thieves' Tools: Disable 8: 1d10 + 1 + 0 ⇒ (3) + 1 + 0 = 4 - discarded
Reset
Draw Blessing of the Spy, Xoff, Captain's Cutlass
Summary
Location = #3: Safe House
Acquired =
Banished = 5: Lookout Duty, 6: Besmaran Vestments, 7: Potion of Healing, 8: Cannonade, 9: Besmaran Vestments
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Blessing of Maat, Brine's Sting, ac Besmaran Vestments, Blessing of the Spy, Xoff, Captain's Cutlass,
Displayed: , , , , , ,
Deck: 7 Discard: 5 Buried: 2
Notes: Distant: BoMaat: +/-3 After the dice roll OR Change all dice to d8 before rolling. Available
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([ ] or a barrier), add 1 plus the number of barriers ([ ] and weapons) 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 ([ ] or on your check that is not a check to acquire or defeat), add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([ ]4) cards you would discard as damage. ([ ]If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
[ ]When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
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.
[X][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.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

BR Nathan Davis |

During This Adventure: Adventure Deck Number: 3
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.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.
During This Scenario: Your ship is anchored at the Tower.
After building the location decks, shuffle 2 barriers and 1 item from the box into each.
After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.
When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.
Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.
To win, close all locations.
Additional Rules:
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.
Villain: None
Jalhazar's Curse
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Cryptic Runes
Henchman 3
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 9, Zarlova/Mhuirich
Monsters
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Barriers
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Weapons
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Spells
SS
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 2
Traits:
Magic
Arcane
Healing To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Armors
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
SS
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
SS
Item B
Traits:
Book To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
SS
Item 2
Traits:
Object To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Allies
SS
Ally 3
Traits:
Human
Surgeon To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
SS
Ally 2
Traits:
Human
Fighter
Pirate To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
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.
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 3
Traits:
Halfling
Spy To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Blessings
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 21
Blessings Deck
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: 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: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Zarlova/Mhuirich, None
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Location #2: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Varian/dinketry, Raft Anchored, Besmara's Bones , Sandara Quinn, Barroom Brawl
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
SS
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
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.
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
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.
SS
Item 2
Traits:
Wand
Attack
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Location #3: Safe House
At This Location: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
When Closing: You may close this location automatically.
When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, None
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Location #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Poog/wkover, None
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
SS
Item 2
Traits:
Object
Swashbuckling To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Location #5: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
SS
Item B
Traits:
Object
Magic To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
SS
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Ally 2
Traits:
Animal
Pirate To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
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.
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: 1 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Ally B
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mhuirich - Zarlova |

Turn Order: Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Out of Turn Updates: None
Turn: Turn 9 - 0 / Blessing of Achaekek
Start of Turn:
At: #1: Chapel
Give: No
Move: No
Explore: 1/Barroom Brawl, Barrier B, Str/Mel/Dex 5+#
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Cast Find Traps.
Dexterity 8: 3d6 ⇒ (4, 6, 1) = 11 - Success
Draw Blessing of the Spellbound. Examine next card: Blessing of the Gods, no damage. Check for closabiltiy.
Location 2: 1d10 ⇒ 8 - Closable.
Banish Holy Light to close. End turn.
Find Traps (ac): Divine 8: 1d10 + 5 ⇒ (8) + 5 = 13 -> Find Traps (ac) reloaded.
Discard None
Draw Find Traps
Summary
Location = #1: Chapel
Acquired =
Banished = 1/Barroom Brawl
Examined =
From Box =
Displayed =
Give =
Used =
Other = Chapel is closed
Hand: Blessing of the Spellbound 2, Cure, Pyrotechnic Blast, Ghost Whip, Wand of Detect Magic, Find Traps (ac),
Displayed:
Deck: 10 Discard: 4 Buried: 0
Hero Points: 2
NOTES:
Available Support: Cure available.
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Role: Theurge
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you would recharge a spell that has both the Divine and Attack traits, you may reload it instead.
When you acquire a card that has the Magic trait, examine the top (☑ or bottom) card of your deck; if it is a spell (☑ or a blessing), you may draw it.
☐ You gain the skill Arcane: Intelligence +2.
☐ Add 2 (☐ 4) to your check to acquire (☐ or recharge) a spell.
☑ Add 2 (☐ 4) to your check that has the Attack trait.

wkover - Poog |

Per Hangouts discussion, Poog used B of Kelizandri on his turn instead of Find Traps to fix card issues. New hand:
Hand: B of Green Faith, Cauterize 2, Cloud Puff, B of Green Faith 2, Fiery Glare, Obscure,
Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1

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The hour is of the Gods.
Varian smirks to himself as he moves forward to the rune-encrusted panel.
Knowledge (10) Check: 1d12 + 2 + 3 ⇒ (6) + 2 + 3 = 11 SUCCESS!
Examine next card in location: Sandara Quinn (scenario effect). No damage taken. Then examine top two cards of location (barrier effect when defeated). 2nd card past the Ally is Barroom Brawl. As per defeated location, rearrange the two cards so the barrier is on top.
Can I close it yet? (9 cards): 1d10 ⇒ 7 Not yet. Discard Blessing of Abraxas to explore again.
Varian calls out the translation of the ancient runes: a dirty limerick about a female pirate who sailed from port to port. Some of the pirates even get the subtle innuendo. And then there are the ones who don’t, and take umbrage at being found out at not being good at poetic metaphor. Pirates are sensitive to such things.
Poog, may I use a Blessing of the Green Faith please?
Dexterity (5+3) Check: 2d8 + 1 ⇒ (1, 6) + 1 = 8 SUCCESS!
Varian ducks lithely as a boot sails at his head.
”Honestly, who throws a shoe!?”
Next card is Sandara Quinn still, so again no damage.
Can I close it now? (8 cards): 1d10 ⇒ 2 Nope. Discard Eando Kline to explore again.
A female crew mate presents herself to Varian, irate at the suggestive ribaldry inherent in the ancient wall musings. The wizard does his best to smooth things over.
Diplomacy (5) Check: 1d6 + 3 ⇒ (5) + 3 = 8 SUCCESS!
The fellow sailor falls to laughing at the wizard’s words. Score one for the venture-captain!
Discard Sandara Quinn to explore again. Encounter Besmara’s Bones. Add the Swashbuckling trait to this check to acquire thanks to Sandara Quinn and bury Helm of Telepathy to roll Intelligence die (d12) for this Survival check. Ask for Poog’s other Blessing of Green Faith.
Survival (8) Check: 2d12 ⇒ (12, 8) = 20 SUCCESS!
The charmed sailor presses a small flask marked with the holy emblem of the Pirate Goddess into Varian’s hand. The wizard doesn’t need to be asked twice and takes a long pull.
Take a look at next card: Hull Damage (barrier). Crap.
Damage taken: 1d4 ⇒ 1 Discard Aqueous Orb.
Banish Hull Damage per scenario power. Bury Besmara’s Bones (Swashbuckling trait) to heal 1d4 random cards.
Swashbuckling Heal: 1d4 ⇒ 3
Which 3 cards?: 3d6 ⇒ (2, 1, 4) = 7 Augury, Farglass, Eando Kline
The raw liquor burns like hell going down, making Varian cough and choke until his face went as red as a Chelish tart. But with encouragement from the crew of the Feathered Devil, the half-elf took another pull, beginning to feel the rejuvenating effects of the odd spirits. Whomever said exploring a dusty tomb was boring never did so with THIS crew.
End turn. Examine top 2 cards of blessing deck (location power): #1 - Besmara; #2 - Sivanah. Leave it as is. No Recovery phase. Reset hand.
Totem Necklace, Wayfinder, Disrupting Rapier +1, Mind Thrust, Fiery Glare, Fly

wkover - Poog |

On Varian's turn, recharge both BoGF's. On my turn, flip B of Besmara. Stay @ Scar Bay and explore, encounter Illusory Wall. Barrier invokes Arcane, so recharging Zarlova's B of Spellbound.
Wisdom 9 vs. Wall w/ blessing: 1d10 + 3 + 1d10 ⇒ (5) + 3 + (4) = 12 - barrier defeated
From blessing, Zarlova heals 2 cards and then - per my new ability - I also heal a random card (Flork).
From Wall effect, examine next card (Mercenary) and leave on top. Per scenario effect, examine Mercenary again and banish. Can I close?: 1d10 ⇒ 1 - distinctly not
Reveal plant for hand size +1.
Hand: Fireblade, Cauterize 2, Cloud Puff, Reformarium Servant, Fiery Glare, Obscure, B of Green Faith,
Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1
Summary: Cards 1-2 @ Scar Bay banished. Zar's Spellbound recharged, then she heals 2 cards.

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Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,
Blessing = 3 / Blessing of Sivanah
Start of Turn
At: #3: Safe House
Give: No
Move: No
Free explore = 1: Cannonade, Barrier 3, Veteran: Wisdom 13(10+3)
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.
Wisdom 1d4, (#Barriers+1) +4, Use Zarlova's Find Traps +2d4
Wisdom 13: 1d4 + 4 + 2d4 ⇒ (3) + 4 + (2, 3) = 12 - Failed
Use Nok-Nok +1d8 vs bane = Wisdom 13: 12 + 1d8 ⇒ 12 + (5) = 17 - Success
Suffer Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Scenario effect, examine top card = 2: Old Salt, No damage. Banish
Can I close?: 1d10 ⇒ 8 > remaining cards, can attempt to close
#3: Safe House.Attempt to Close = Automatic
End of Turn
Recovery
Reset
Draw Rekkish
Summary
Location = #3: Safe House - CLOSED
Acquired =
Banished = 1: Cannonade, 2: Old Salt
Examined =
From Box =
Displayed =
Give =
Used = Use Zarlova's Find Traps
Other =
Hand: Blessing of Maat, Brine's Sting, Rekkish, Blessing of the Spy, Xoff, Captain's Cutlass,
Displayed: , , , , , ,
Deck: 6 Discard: 5 Buried: 3
Notes: Distant: BoMaat: +/-3 After the dice roll OR Change all dice to d8 before rolling. Available
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([ ] or a barrier), add 1 plus the number of barriers ([ ] and weapons) 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 ([ ] or on your check that is not a check to acquire or defeat), add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([ ]4) cards you would discard as damage. ([ ]If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
[ ]When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
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.
[X][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.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

Mhuirich - Zarlova |

End of last turn, forgot close power to shuffle into my deck.
Heal: 1d4 + 1 ⇒ (4) + 1 = 5 - Full heal.
Turn Order: Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Out of Turn Updates: Recharge Blessing of the Spellbound for Poog. Cast Find Traps for Nok-Nok; Find Traps (ac): Divine 8: 1d10 + 5 ⇒ (5) + 5 = 10 -> Find Traps (ac) reloaded.
Turn: Turn
At: #1: Chapel
SOT
Give: No
Move: #4: Scar Bay
Explore: 3/Port Peril Corsair, Monster 2, Combat 13
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Borrow Poog's Cloud Puff to skip BYA damage. Check one of my Amateur Swashbucker boxes to add Swashbuckling. Play Ghost Whip.
Combat 13: 1d10 + 5 + 2d8 ⇒ (7) + 5 + (7, 3) = 22
Use Wand of Detect Magic to examine location: 4/Pirate Hunting. End turn, recover, and reset.
Ghost Whip: Divine 10: 1d10 + 5 ⇒ (1) + 5 = 6 -> Ghost Whip discarded.
Wand of Detect Magic: Divine 6: 1d10 + 5 ⇒ (9) + 5 = 14 -> Wand of Detect Magic recharged.
Discard None
Draw Find Traps (ac), Blessing of Pharasma (ac), Anchor (ac), Blessing of Thoth
Summary
Location = #4: Scar Bay
Acquired =
Banished = 3/Port Peril Corsair
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Cure, Pyrotechnic Blast, Find Traps (ac), Blessing of Pharasma (ac), Anchor (ac), Blessing of Thoth,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 2
NOTES:
Available Support: Blessings available. Cure available.
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Role: Theurge
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you would recharge a spell that has both the Divine and Attack traits, you may reload it instead.
When you acquire a card that has the Magic trait, examine the top (☑ or bottom) card of your deck; if it is a spell (☑ or a blessing), you may draw it.
☐ You gain the skill Arcane: Intelligence +2.
☐ Add 2 (☐ 4) to your check to acquire (☐ or recharge) a spell.
☑ Add 2 (☐ 4) to your check that has the Attack trait.
☑ ☑ ☐ ☐ 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.

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The hour is Kelizandri.
Varian and his attendant crew mates press deeper into the base of the tower of the odd stone pyramid, seeking a way out of the stony prison.
Encounter Benevolent Buckler.
Constitution (5) Check: 1d4 ⇒ 1 FAIL!
The wizard walks by a magical shield affixed to the wall, too intent upon seeking out further ancient runes on the wall to recognise the treasure for what it is. Varian soon finds further runes of which he seeks. Moving quickly to decode them, the wizard suddenly spies the tell-tale signs of a secret door hidden cleverly within the cracks of the wall. With alacrity, the half-elf opens an ancient chamber leading deeper into the base of the pyramid. The sounds of water falling echoes from within.
"Quickly! Who knows what may await us!"
Varian sends motes of light dancing forward to provide illumination, revealing a balcony overlooking a large high-arched chamber containing a fountain of water set within the tower.
"Curious. What could it be?" Varian muses as he picks his way down from the balcony.
Recharge Wayfinder to move to Wishing Well, then examine the top 2 cards of the location: #1 - Emerald of Dexterity; #2 - Protect. End turn and reset hand.
Hand: Totem Necklace, Fire Snake, Disrupting Rapier +1, Fly, Mind Thrust, Fiery Glare,
Displayed:
Deck: 9 Discard: 3 Buried: 3
Notes: Varian would like to keep his blessing unless very much needed. Feel free to use his Helm of Telepathy if you'd like (recharge to allow you to see the top card of your character deck and shuffle if you want).
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [X] +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 [ ] 8
Proficient with: Weapons [ ] Light Armors
Powers: Role Card - Venture-Captain
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 ([ ] or an ally) 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) ([ ] or an ally), you may examine the top card of your location deck; if it is a spell ([X] or a barrier) ([ ] or an ally), you may discard a card to encounter it.
[X] You gain the skill Diplomacy: Charisma +3 ([ ] Add 1d8 to your checks to acquire allies.)
[ ] When building your deck, you may treat allies as items or blessings.
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.

wkover - Poog |

Out of turn: Auto-recharging Cloud Puff for Zarlova. On my turn: Flip B of Hshurha. Stay @ Scar Bay and explore revealed Pirate Hunting. Not on a ship, so encounter random monster: Siren Caller.
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Wis 11 (8+3) vs. Siren w/ Zarlova's Thoth: 1d10 + 3 + 2d10 ⇒ (9) + 3 + (1, 8) = 21 - success
After blessing, Zarlova heals 2 cards then I heal a card (Cut-Throat Grok).
Examine next card, per scenario power: Jolly Roger (item). Combat damage taken?: 1d4 ⇒ 1 - Obscure spell discarded. Banishing Jolly Roger. Can I close?: 1d10 ⇒ 1. No chance.
Using Zarlova's Cure. # of cards healed?: 1d4 + 1 ⇒ (1) + 1 = 2 - random heals: Obscure, B of Erastil
Discarding Servant to explore again, encounter Lookout Duty barrier. Hoping to roll at least a six, so I can use Maat...
Wisdom 9 (6+3) vs. barrier: 1d10 + 3 ⇒ (1) + 3 = 4 - using my reroll
Wisdom 9 (6+3) vs. barrier: 1d10 + 3 ⇒ (1) + 3 = 4 OK, so that's a fail
Lookout Barrier put back as top card of deck. First take one structural damage (undefeated effect): discard Fiery Blade. Then, per scenario power, have to examine top card of location - which is, of course, the Lookout Barrier. Combat damage?: 1d4 ⇒ 4 - hand wipe
Hand: B of Green Faith 2, CT Grok, B of Gobs, Cloud Puff, Cauterize, B of Gozreh,
Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1
Summary: Lookout Duty barrier is top card of Scar Bay, from undefeated effect. Support used - Zarlova's Thoth, Zarlova's Cure. Zar heals 2 cards.

BR Nathan Davis |

Poog was not ready for Lookout Duty.
During This Adventure: Adventure Deck Number: 3
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.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.
During This Scenario: Your ship is anchored at the Tower.
After building the location decks, shuffle 2 barriers and 1 item from the box into each.
After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.
When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.
Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.
To win, close all locations.
Additional Rules:
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.
Villain: None
Jalhazar's Curse
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Cryptic Runes
Henchman 3
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 16, NokNok/MatsuKurisu
Monsters
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Barriers
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Weapons
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Spells
SS
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
SS
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Armors
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Item B
Traits:
Book To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Item B
Traits:
Object
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
SS
Item 2
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine
Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
SS
Item 2
Traits:
Object
Swashbuckling To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
Allies
SS
Ally 1
Traits:
Halfling
Fighter
Pirate To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Ally B
Traits:
Human
Aristocrat
Pirate To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Blessings
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 14
Blessings Deck
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Chapel
Closed
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raft Anchored
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
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.
SS
Item 2
Traits:
Wand
Attack
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Location #3: Safe House
Closed
At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, None
Location #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Zarlova/Mhuirich, Poog/wkover, None
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Location #5: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Varian/dinketry, None
SS
Item B
Traits:
Object
Magic To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
SS
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Ally 2
Traits:
Animal
Pirate To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
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.
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: 1 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Ally B
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mhuirich - Zarlova |

Out of turn:
Discard BoThoth. Zarlova has all cards in her discard pile healed: (Ghost Whip, Blessing of Thoth). Deck shuffled.
Play Cure on Poog. Attempt to recover at end of his turn.
Cure: Divine 8: 1d10 + 5 ⇒ (9) + 5 = 14 -> Cure recharged.
Hand: Pyrotechnic Blast, Find Traps (ac), Anchor (ac), Blessing of Pharasma (ac),
Displayed:
Deck: 16 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Blessing available.
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Role: Theurge
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you would recharge a spell that has both the Divine and Attack traits, you may reload it instead.
When you acquire a card that has the Magic trait, examine the top (☑ or bottom) card of your deck; if it is a spell (☑ or a blessing), you may draw it.
☐ You gain the skill Arcane: Intelligence +2.
☐ Add 2 (☐ 4) to your check to acquire (☐ or recharge) a spell.
☑ Add 2 (☐ 4) to your check that has the Attack trait.
☑ ☑ ☐ ☐ 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.

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Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,
Blessing = 16 / Blessing of Besmara
Start of Turn
At: #3: Safe House
Give: No
Move: #2: Tower
Free explore = 1: Sandbar, Barrier 3: Strength 11
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.
Before you act, move each character to this location.
Strength 1d8+2, (#Barriers+1) +3
Strength 11: 1d8 + 2 + 3 ⇒ (7) + 2 + 3 = 12 - Banished
Scenario effect, examine top card = 2: Sea Hag, No damage. Banish
Can I close?: 1d10 ⇒ 1 < remaining cards, No attempt to close
Discard Xoff, examine 3, rearrange & may explore =
3: Drowning Spikes Trap
4: Wand of Flame
3: Drowning Spikes Trap, Barrier 1: Disable 7
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.
Disable 1d10+0+1, (#Barriers+1) +3
Disable 7: 1d10 + 0 + 1 + 3 ⇒ (3) + 0 + 1 + 3 = 7 - Banished
Scenario effect, examine top card = 4: Wand of Flame, No damage. Banish
Can I close?: 1d10 ⇒ 7 > remaining cards, Can attempt to close
Tower.Attempt to close
Stealth 1d8+3, Recharge Captain's Cutlass +1d6
Stealth 7: 1d8 + 3 + 1d6 ⇒ (6) + 3 + (2) = 11 - Closed
End of Turn
Recovery
Reset
Draw Breastplate, Blessing of Asmodeus
Summary
Location = #2: Tower - Closed
Acquired =
Banished = 1: Sandbar, 2: Sea Hag, 3: Drowning Spikes Trap, 4: Wand of Flame
Examined =
From Box =
Displayed =
Give =
Used =
Other = Everyone moved to #2: Tower
Hand: Blessing of Maat, Brine's Sting, Rekkish, Blessing of the Spy, Buccaneer's Breastplate, Blessing of Asmodeus,
Displayed: , , , , , ,
Deck: 5 Discard: 6 Buried: 3
"Notes: Distant: BoMaat: +/-3 After the dice roll OR Change all dice to d8 before rolling. Available
Breastplate: reveal to reduce Structural Damage -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([ ] or a barrier), add 1 plus the number of barriers ([ ] and weapons) 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 ([ ] or on your check that is not a check to acquire or defeat), add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([ ]4) cards you would discard as damage. ([ ]If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
[ ]When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
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.
[X][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.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

Mhuirich - Zarlova |

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Out of Turn Updates: Moved to #2: Tower on Nok-Nok's turn.
Blessing = 1 / Blessing of Gozreh
Start of Turn
At: #2: Tower
Give: No
Move: #5: Wishing Well
Explore: 1/Emerald of Dexterity, Item 0, Wis/Div 6
SS
Item B
Traits:
Object
Magic To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
Autmatically acquired due to location; encounter and display Haunt. Acquired Magic trait, examine and draw Cure from bottom of deck. Bury Emerald to banish haunt. Discard Blessing of Pharasma to explore.
Explore: 2/Protect, Spell 2, Wis/Div 6
SS
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Autmatically acquired due to location; encounter and display Haunt. Bury Anchor to banish haunt.
Discard None
Draw Ghost Whip, Life Drain
Summary
Location = #5: Wishing Well
Acquired = 1/Emerald of Dexterity, 2/Protect
Banished =
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Pyrotechnic Blast, Find Traps (ac), Cure, Protect (ac), Ghost Whip, Life Drain,
Displayed:
Deck: 13 Discard: 1 Buried: 2
Hero Points: 2
NOTES:
Available Support: Cure, Find Traps available.
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Role: Theurge
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you would recharge a spell that has both the Divine and Attack traits, you may reload it instead.
When you acquire a card that has the Magic trait, examine the top (☑ or bottom) card of your deck; if it is a spell (☑ or a blessing), you may draw it.
☐ You gain the skill Arcane: Intelligence +2.
☐ Add 2 (☐ 4) to your check to acquire (☐ or recharge) a spell.
☑ Add 2 (☐ 4) to your check that has the Attack trait.
☑ ☑ ☐ ☐ 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.

wkover - Poog |

Out of turn, at start of Varian's turn: Casting Cauterize on self to prepare for Lookout Duty on my next turn. :P Discard CT Grok for fire damage, then: # cards healed?: 1d4 + 1 ⇒ (4) + 1 = 5. Cards healed: B of Kelizandri, Cauterize 2, CT Grok, Ref Servant, Hatchet. Using Nok-Nok's Asmodeus for recharge.
Div 11 recharge for Cauterize: 1d10 + 5 + 1d6 + 1d10 ⇒ (7) + 5 + (5) + (1) = 18 - recharged
Nok discards Asmodeus then heals 2 cards; I also heal a card (Fireblade).
Hand: B of Green Faith 2, B of Gobs, Cloud Puff, B of Gozreh,
Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1

BR Nathan Davis |

During This Adventure: Adventure Deck Number: 3
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.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.
During This Scenario: Your ship is anchored at the Tower.
After building the location decks, shuffle 2 barriers and 1 item from the box into each.
After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.
When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.
Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.
To win, close all locations.
Additional Rules:
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.
Villain: None
Jalhazar's Curse
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Cryptic Runes
Henchman 3
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 18, Varian/dinketry
Monsters
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Barriers
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Spells
SS
Spell 2
Traits:
Magic
Arcane
Healing To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
SS
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
SS
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
SS
Item B
Traits:
Object
Magic To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
SS
Item 2
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine
Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
SS
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
SS
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Allies
SS
Ally 3
Traits:
Human
Surgeon To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
SS
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Ally B
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
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.
SS
Ally 3
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Blessings
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 12
Blessings Deck
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Chapel
Closed
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Tower
Closed
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, Varian/dinketry, Poog/wkover, Raft Anchored
Location #3: Safe House
Closed
At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Location #5: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, None
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Ally 2
Traits:
Animal
Pirate To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
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.
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: 1 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Ally B
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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The hour is Milani. Move back to Wishing Well.
Descending the stairs masked by the secret door from the tower, the wizard alights on the level of the fountain. Varian is not surprised to find Zarlova there: the Nethysian priest has a knack for finding magical places. Varian is surprised to find her swimming in the fountain, her priestly robes folded up in a bundle at the water’s edge. Varian hastily averts his eyes.
”Milady, Zarlova...we seem to have been drawn to the same magical locus!” the half-elf calls out, blushing in spite of himself.
Explore and encounter Blessing of Kelizandri! Auto-acquire! Acquire Pirate Shade Haunt but bury Mind Thrust to get rid of it immediately.
The wizard spies a sigil of divine power etched into the side of the fountain’s base. Tracing the carving with his finger triggers an aquamarine glow that spreads to Varian’s body. Suddenly, the water becomes a reflection of future possibilities!
Place Fly in Recovery to examine top cards of Wishing Well (Cryptic Runes) and Scar Bay (Lookout Duty - already known). Move to Scar Bay.
Varian sees the goblin cleric falling from a crow’s nest post into the churning waters below a jagged cliff. Somehow, the waters of the wishing well hear his cry to save his comrade-in-arms parting time and space as he dives into the water and emerges by himself at the lonely rocky lookout post he spied in the watery oracular vision.
Discard Blessing of Kelizandri to explore and encounter Lookout Duty. Place Fire Snake in Recovery to use Arcane skill instead of listed skill. I’d like to use Poog’s Blessing of Green Faith to avoid a mishap, please.
Arcane (9) Check: 2d12 + 2 + 2 ⇒ (4, 6) + 2 + 2 = 14 SUCCESS!
Follow card instructions and examine next card: Potion of Heroism. No means to explore further, but I take damage.
Spotting Poog lying bleeding below the lookout post, Varian jumps down from the heights to aid him. The wizard lands badly, twisting his ankle and landing in a crumpled heap.
Combat Damage: 1d4 ⇒ 2 Discard rest of hand. Banish Potion of Heroism from location.
Can I Close? (3 cards left): 1d10 ⇒ 9 Green light! May I please use Poog’s Blessing of Gozreh for this?
Wisdom (8) Check: 1d6 + 2d6 ⇒ (5) + (1, 4) = 10 SUCCESS! Take a point of damage for the monster remaining in the deck but it’s moot as my hand is wiped. Location CLOSED!
”Funny coincidence finding you here,” Varian says through gritted teeth to the priest of Zarongel.
End turn. All spells go into discard. Reset hand.
Blessing of the Starsong, Blessing of Besmara 1, Arnisant, Farglass, Eando Kline, Augury

wkover - Poog |

Out of turn: Recharging BoGF and discarding Gozreh for Varian. Flip B of Milani.
Move to Wishing Well and encounter revealed Cryptic Runes. Using Zarlova's Find Traps and my Gobs.
Int 10 vs. Runes w/ FT + Gobs: 4d6 ⇒ (3, 5, 2, 1) = 11 - success
Bury Gobs, steal and recharge next blessing: B of Gozreh. Per Cryptic Runes, examine next 2 cards: B of Gods, Darkforest Anemone. Reorder as Anemone, BoG. Then, per scenario power, examine next card: Anemone. No combat damage, and banish Anemone.
Can I close?: 1d10 ⇒ 8 - huh, yes I can (rolled an 8, are 8 cards)
Ok, let's give this a go. Using Varian's Besmara.
Int 8 to close: 2d6 ⇒ (4, 3) = 7 - so close, but failed
After discarding Besmara, Varian heals 2 cards and I heal a card (B of Gozreh). Reveal plant for hand size +1.
Hand: B of Green Faith 2, B of Kelizandri, CT Grok, Cloud Puff, Flork Fumblepot, Stone Axe +1, Cauterize 2,
Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Flork recharges to add 1d4+4 to local check, then I take fire damage.
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1
Summary: cards 2 and 4 at Wishing Well are banished. Card 3 (BoG) is on top. Zar's Find Traps used. Varian's Besmara used. Other notes: Blessings deck off by one from stolen blessing. Nok used Asmodeus previously (see above posts).

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Turn Order - Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover,
Discard Blessing of Asmodeus for Poog, then heal 2
healed card 1: 1d7 ⇒ 6 - Xoff
healed card 2: 1d6 ⇒ 3 - Thieves' Tools
Sorrowsoul
Blessing of Abadar
Thieves' Tools
Compass
Blessing of Bastet
Xoff
Blessing of Asmodeus
Blessing = 3 / Blessing of Erastil due to BoGobs steal
Start of Turn
At: #2: Tower
Give: No
Move: #5: Wishing Well
Zarlova discards Cure to recovery - heal: 1d4 + 1 ⇒ (2) + 1 = 3
healed card 1: 1d5 ⇒ 1 - Sorrowsoul
healed card 2: 1d4 ⇒ 2 - Compass
healed card 3: 1d3 ⇒ 3 - Blessing of Asmodeus
Sorrowsoul
Blessing of Abadar
Compass
Blessing of Bastet
Blessing of Asmodeus
Free explore = 3: Blessing of the Gods
Auto acquired. Display Pirate Shade Haunt
Bury ac Blessing of the Gods to banish Pirate Shade Haunt
Discard Blessing of the Spy, explore +1d = 5: Becalmed, Barrier 2, Aquatic: Wisdom 8
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Wisdom 1d4, (#Barriers + 1) +2, Blessing of the Spy +1d4
Wisdom 8: 1d4 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4 - Failed
Add NokNok.Failed Bane: 1d8 + 4 ⇒ (4) + 4 = 8 - Success
Scenario effect, examine top card = 6: Wyvern Blade Trap, damage: 1d4 ⇒ 4.
Reveal Buccaneer's Breastplate -3, Nok Nok damage power, recharge Rekkish
Banish 6: Wyvern Blade Trap
No attempt to close
NokNok.Failed Bane Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Reveal Buccaneer's Breastplate -3, recharge Blessing of Maat -2
End of Turn
Recovery
Reset
Draw up Blessing of Asmodeus, Xoff, Blessing of the Ancients, Spring Blade +1
Summary
Location = #5: Wishing Well
Acquired = 3: Blessing of the Gods
Banished = 5: Becalmed, 6: Wyvern Blade Trap
Examined =
From Box =
Displayed =
Give =
Used = Zarlova discards Cure to recovery
Other =
Hand: Buccaneer's Breastplate, Brine's Sting, Blessing of Asmodeus, Xoff, Blessing of the Ancients, Spring Blade +1,
Displayed: , , , , , ,
Deck: 8 Discard: 3 Buried: 4
"Notes: Distant:
BoAncients: +1d any check. Available
BoAsmodeus: +1d any check. Available
Breastplate: reveal to reduce Structural Damage -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([ ] or a barrier), add 1 plus the number of barriers ([ ] and weapons) 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 ([ ] or on your check that is not a check to acquire or defeat), add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([ ]4) cards you would discard as damage. ([ ]If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
[ ]When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
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.
[X][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.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

Mhuirich - Zarlova |

Turn Order: Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Out of Turn Updates:
Play Find Traps for Poog. Attempt to recover and end of his turn.
Find Traps: Divine 8: 1d10 + 5 ⇒ (8) + 5 = 13 -> Find Traps recharged.
Play Cure on Nok-Nok. Attempt to recover and end of his turn.
Cure: Divine 8: 1d10 + 5 ⇒ (7) + 5 = 12 -> Cure recharged.
Turn: Turn 21 / 4 Blessing of Kelizandri
At: #5: Wishing Well
SOT: None
Give: No
Move: No
Explore: 7/Rotgut, Ally 2
Automatically acquired. Display Haunt. Bury Protect to banish Haunt. Discard Rotgut to explore.
Explore: 8/Blessing of the Gods, Blessing 0
Automatically acquired. Display Haunt. Bury Life Drain to banish Haunt. Discard BoGods to explore.
Explore: 9/Large Chest, Barrier B, Str/Mel 10+# OR Dex/Dis 9+#
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR
Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Cast Pyrotechnic Blast. Recharge Poog's BoGreenFaith for auto-success. Draw weapons:
Large Chest weapons: 1d4 ⇒ 1
Bummer. Draw Falcata +1 (Weapon 1). It's got magic, so examine top of deck: Blessing of the Spellbound 1. Draw into hand. Per scenario, examine top of location: Freezing Sphere, no damage. Do not attempt to close. Discard Blessing of the Spellbound to explore.
Explore: 10/Freezing Sphere, Spell 3
Automatically acquired. Display Haunt. Examine top of deck: Volcanic Storm. Draw in to hand, but no more explores for me. Bury Falcata to remove Haunt. End turn, reset hand.
Recover Pyrotechnic Blast: Divine 10: 1d10 + 5 ⇒ (3) + 5 = 8 -> Pyrotechnic Blast discarded.
Discard None
Draw Wand of Detect Magic, Surgeon, Blessing of Thoth
Summary
Location = #5: Wishing Well
Acquired = 7/Rotgut, 8/Blessing of the Gods, 10/Freezing Sphere
Banished = 9/Large Chest
Examined =
From Box = Weapon 1/Falcata +1
Displayed =
Give =
Used =
Other =
Hand: Freezing Sphere (ac), Volcanic Storm, Ghost Whip, Wand of Detect Magic, Surgeon, Blessing of Thoth,
Displayed:
Deck: 10 Discard: 5 Buried: 5
Hero Points: 2
NOTES:
Available Support: Blessing available.
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Role: Theurge
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you would recharge a spell that has both the Divine and Attack traits, you may reload it instead.
When you acquire a card that has the Magic trait, examine the top (☑ or bottom) card of your deck; if it is a spell (☑ or a blessing), you may draw it.
☐ You gain the skill Arcane: Intelligence +2.
☐ Add 2 (☐ 4) to your check to acquire (☐ or recharge) a spell.
☑ Add 2 (☐ 4) to your check that has the Attack trait.
☑ ☑ ☐ ☐ 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.

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The hour is Basic. Varian moves back to the Wishing Well.
Drawn back to the magical chamber where Zarlova once cavorted, the wizard re-enters to find (disappointingly) the Nethysian priest clothed once more along with the goblin comrades, swimming and bobbing within the well’s waters.
Free explore and encounter Crystal of Healing Hands (Item 3!). Free acquire along with a Pirate Shade Haunt. Bury Augury to immediately banish the Haunt, then bury the newly-found Crystal to heal Varian.
Heal via Crystal: 1d4 + 1 ⇒ (1) + 1 = 2
Which cards?: 3d8 ⇒ (2, 2, 6) = 10 Disrupting Rapier +1, Aqueous Orb
Varian smiles on the scene, feeling rejuvenated by the antics of his madcap crewmates. They were all going to be just fine, somehow.
Free Closure attempt. I’ll use Poog’s Flork and Nok-Nok’s Asmodean blessing.
Knowledge (8) Check: 2d12 + 2 + 3 + 1d4 + 4 ⇒ (6, 6) + 2 + 3 + (1) + 4 = 22 Auto-SUCCESS! Location closed. WE WIN!!!

BR Nathan Davis |

5-3C: THE LURE OF ARTIFACTS
DEVELOPMENT:
You made it past the enchanted runes to enter the temple, and you found no shortage of danger within. The collection of artifacts you’ve found to take back to the Pathfinder Society is nothing to sniff at, but you haven’t found anything connected to The Hao Jin Tapestry. You’re just making your way to the exit with your finds when a shadow darkens the doorway.
“The answers… I have found them.”
The voice is familiar, but Akinaru doesn’t look like you expect him to. In fact, he doesn’t look like you expect anyone to look.
He grows easily two feet in height, and his features warp and transform. His face becomes monstrous and dark, and his hands now end in black talons.
“I have found my true calling,” he says, and you now wonder if you should not have helped in that process.
REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
Jalhazar's Wheel
SS Loot 3
Type: Item
Traits: Object Magic
To Acquire:
Reveal this card to add 1d8 to your check to defeat a barrier that has the Trask trait. At the end of your turn, if your ship is not wrecked, recharge this card to move.
Ring of the Iron Skull
SS Loot 3
Type: Item
Traits: Accessory Magic
To Acquire:
If you defeat a monster by 4 or more, reveal this card to examine the top card of your location deck.
Each Character earns 1 Hero Point!
ACQUISITIONS
Rotgut (Ally 2)
Cut-Throat Grok (Ally 1)
Sandara Quinn (Ally 1)
Besmaran Vestments (Armor 3)
Shark Skin Armor (Armor 2)
Blessing of Gozreh (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of Erastil (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Kelizandri (Blessing 3)
Besmara's Bones (Item 2)
Emerald of Dexterity (Item B)
Anchor (Item B)
Crystal of Healing Hands (Item 3)
Freezing Sphere (Spell 3)
Animated Weapon (Spell 2)
Protect (Spell 2)
Find Traps (Spell B)
Obscure (Spell 1)
Falcata +1 (Weapon 1)
Plunder
Barefoot Samms Toppin (Ally B)

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Varian will start with the Raft at Ghol-Gan Ruins #4.
Hand: Aqueous Orb, Blessing of the Starsong, Mind Thrust, Wayfinder, Disrupting Rapier +1, Farglass,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [X] +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 [ ] 8
Proficient with: Weapons [ ] Light Armors
Powers: Role Card - Venture-Captain
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 ([ ] or an ally) 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) ([ ] or an ally), you may examine the top card of your location deck; if it is a spell ([X] or a barrier) ([ ] or an ally), you may discard a card to encounter it.
[X] You gain the skill Diplomacy: Charisma +3 ([ ] Add 1d8 to your checks to acquire allies.)
[ ] When building your deck, you may treat allies as items or blessings.
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.

Mhuirich - Zarlova |

Hand: Pyrotechnic Blast, Blessing of the Spellbound 3, Volcanic Storm, Cure, Fire Snake, Ghost Whip,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available. Cure available.
Middle of Deck (Unknown Order): Blessing of Pharasma, Blessing of Thoth, Life Drain, Surgeon, Riftwarden, Ring of the Iron Skull, Blessing of the Spellbound 2, Gem of Mental Acuity, Blessing of Nethys, Shield Cloak, Holy Javelin, Augury, Blessing of the Spellbound
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Role: Theurge
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you would recharge a spell that has both the Divine and Attack traits, you may reload it instead.
When you acquire a card that has the Magic trait, examine the top (☑ or bottom) card of your deck; if it is a spell (☑ or a blessing), you may draw it.
☐ You gain the skill Arcane: Intelligence +2.
☐ Add 2 (☐ 4) to your check to acquire (☐ or recharge) a spell.
☑ Add 2 (☐ 4) to your check that has the Attack trait.
☑ ☑ ☐ ☐ 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.

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Nok-Nok/Matsu Kurisu - 5-3D:
Card Upgrade
= Rotgut in to new slot
Ship vote
= Raft
Starting Plunder vote
= Normal
Loot
Rekkish - Dredge out
Brines Sting - Sword Cane out
Buccaneer's Breastplate - Blackcloth Armor out
Monkey - Spring Blade +1 out
Starting Location
= #4: Ghol-Ghan Ruins
Hand: Blessing of Abadar, Captain's Cutlass, Buccaneer's Breastplate, Compass, Blessing of Asmodeus, Blessing of Bastet,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 0
Middle of Deck (Unknown Order): Blessing of the Spy, Rotgut, Menacing Backsword +1, Harrow Deck, Monkey, Thieves' Tools, Xoff, Marianix Karn, Sorrowsoul, Rekkish, Brine's Sting, Blessing of Maat, Blessing of the Ancients
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
X
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers ([ ] and weapons) 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 ([ ] or on your check that is not a check to acquire or defeat), add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([ ]4) cards you would discard as damage. ([ ]If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
[ ]When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
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.
[X][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.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

wkover - Poog |

Start at Ruins #2. Flip Erastil, explore and encounter BoG. Auto-acquire. Discard to explore again, encounter Animated Weapon (Spell 2).
Divine 8: 1d10 + 5 ⇒ (8) + 5 = 13 - acquired
Discard BoGF2 to explore again, encounter Ambush. Using Nok-Nok's Abadar.
Wis 15 (9+3+3): 1d10 + 3 + 2d10 ⇒ (5) + 3 + (6, 1) = 15 - success
Nok discards Abadar and heals 2; I heal one (BoG).
Explore again from Ambush: Shackles Pirate.
Combat 15 (9+3+3) w/ discarded Axe, Animated Weapon: 1d10 + 3d6 + 6 ⇒ (6) + (6, 6, 4) + 6 = 28 - defeated
Recovery. Div 10 Anim Weapon recharge?: 1d10 + 5 ⇒ (10) + 5 = 15 - recharged. EOT Wis 5: 1d10 + 3 ⇒ (2) + 3 = 5
Hand: B of Gozreh, Fiery Glare, Cauterize, B of Kelizandri, Cauterize 2, B of Green Faith,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Flork recharges to add 1d4+4 to local check, then I take fire damage.
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1
Summary: Cards 1-4 in Ruins #2 are acquired or banished. Nok's Abadar used.

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Turn Order - Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover,
Discard Blessing of Abadar for Poog, then heal 2
Only Blessing of Abadar in discard
Hour = 1 / Blessing of Hshurha
Start of Turn
At: #4: Ghol-Ghan Ruins
Give: No
Move: #1: Ghol-Gan Ruins
Free explore = 1: Pirate Captain, Monster B, Veteran: Combat 18(12+3+3)
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
BYA Recharge (Compass)
Reveal Captain's Cutlass 1d8+2+1d6+1, (#Barriers + 1) +3, Finesse +1d4
Combat 18: 1d8 + 2 + 1d6 + 1 + 3 + 1d4 ⇒ (3) + 2 + (5) + 1 + 3 + (2) = 16 - Failed
Add NokNok.Failed Bane:Combat 18: 1d8 + 16 ⇒ (7) + 16 = 23 - Success
NokNok.Failed Bane Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Reveal Buccaneer's Breastplate -3, NokNok.Damage recharge (Blessing of Asmodeus)
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Reveal Buccaneer's Breastplate -1, Discard Blessing of Bastet
End of Turn
Scenario EoT Dexterity 5: 1d8 ⇒ 4
EoT Damage: 1d4 ⇒ 3
Reveal Buccaneer's Breastplate -3,
Recovery
Reset
Draw up Brine's Sting, Marianix Karn, Menacing Backsword +1, Blessing of the Ancients
Summary
Location = #1: Ghol-Gan Ruins
Acquired =
Banished = 1: Pirate Captain
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Captain's Cutlass, Menacing Backsword +1, Brine's Sting, Buccaneer's Breastplate, Marianix Karn, Blessing of the Ancients,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: #1: Ghol-Ghan Ruins
Hero Points: 1
NOTES:
Available Support: Distant: BoAncients: available
Middle of Deck (Unknown Order): Blessing of Maat, Rekkish, Monkey, Xoff, Rotgut, Sorrowsoul, Harrow Deck, Blessing of Abadar, Thieves' Tools, Blessing of the Spy
Recharged: Compass, Blessing of Asmodeus,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers ([ ] and weapons) 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 ([ ] or on your check that is not a check to acquire or defeat), add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([ ]4) cards you would discard as damage. ([ ]If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
[ ]When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
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.
[X][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.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

BR Nathan Davis |

Sorry for misplacing the update in Discussion
During This Adventure: Adventure Deck Number: 3
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.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.
During This Scenario: Your ship is anchored at a random Ghol-Ghan Ruins [4]. When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a Ghol-Gan Ruins location, do not flip the location card over.
When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck.
When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.
To win, close the Tower.
Additional Rules:
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.
Villain: None
Collapsing Hallways
Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 3, Zarlova/Mhuirich
Monsters
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Barriers
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Spells
SS
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
SS
Item 2
Traits:
Object To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
SS
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
SS
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.
SS
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Allies
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally B
Traits:
Gnome
Pirate To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 3
Traits:
Tengu
Smuggler To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Blessings
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 27
Blessings Deck
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, None
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
SS
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.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
SS
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Poog/wkover, None
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
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.
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
SS
Ally 2
Traits:
Human
Fighter
Pirate To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, Varian/dinketry, Raft Anchored
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Ally 1
Traits:
Halfling
Fighter
Pirate To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Location #5: 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: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Mhuirich - Zarlova |

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Out of Turn Updates: None
Blessing = Turn 3 - 0 / Blessing of Besmara
Start of Turn
At: #4: Ghol-Gan Ruins
Give: No
Move: #3: Ghol-Gan Ruins
Explore: 1/Pirate Hunting, Barrier B, None
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Summon: Canopy Creeper, Monster 2, Combat 12 (+# for location)
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Recharge Poog's Green Faith for BYA check.
Wisdom 10: 2d10 + 2 ⇒ (2, 5) + 2 = 9 - Failed.
Rats. Cast Ghost Whip.
Combat 18: 1d10 + 5 + 2d8 + 2 ⇒ (4) + 5 + (7, 8) + 2 = 26 - Success.
Discard BoSB to explore.
Explore: 2/Royster McCleagh, Ally 2, Cha/Dip 7
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Use Fire Whip.
Divine 7: 1d10 + 5 ⇒ (6) + 5 = 11 - Success
Discard Royster McCleagh to explore.
Explore: 3/Skeleton Crew, Spell 3, Int/Arc/Wis/Div 7
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Divine 7: 1d10 + 5 ⇒ (9) + 5 = 14 - Success
End turn. Check for damage.
EOT Wisdom 5: 1d10 + 2 ⇒ (5) + 2 = 7
No damage. Attempt to recover.
Ghost Whip: Divine 10: 1d10 + 5 ⇒ (3) + 5 = 8 -> Ghost Whip discarded.
Fire Snake: Divine 8: 1d10 + 5 ⇒ (4) + 5 = 9 -> Fire Snake recharged.
Resets hand.
Discard None
Draw Life Drain, Ring of the Iron Skull
Summary
Location = #3: Ghol-Gan Ruins
Acquired = 2/Royster McCleagh, 3/Skeleton Crew
Banished = 1/Pirate Hunting
Examined =
From Box = Canopy Creeper
Displayed =
Give =
Used =
Other =
Hand: Pyrotechnic Blast, Skeleton Crew, Volcanic Storm, Cure, Life Drain, Ring of the Iron Skull,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Cure available.
Middle of Deck (Unknown Order): Shield Cloak, Riftwarden, Augury, Blessing of Thoth, Blessing of Nethys, Blessing of Pharasma, Blessing of the Spellbound, Holy Javelin, Surgeon, Gem of Mental Acuity, Blessing of the Spellbound 2
Recharged: Fire Snake,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Role: Theurge
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you would recharge a spell that has both the Divine and Attack traits, you may reload it instead.
When you acquire a card that has the Magic trait, examine the top (☑ or bottom) card of your deck; if it is a spell (☑ or a blessing), you may draw it.
☐ You gain the skill Arcane: Intelligence +2.
☐ Add 2 (☐ 4) to your check to acquire (☐ or recharge) a spell.
☑ Add 2 (☐ 4) to your check that has the Attack trait.
☑ ☑ ☐ ☐ 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.

wkover - Poog |

Out of turn: Recharging BoGF for Zarlova.
Hand: B of Gozreh, Fiery Glare, Cauterize, B of Kelizandri, Cauterize 2,
Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Flork recharges to add 1d4+4 to local check, then I take fire damage.
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1

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The hour is Milani. Use mat power to discard Aqueous Orb and draw card - Fly.
"An oni trapped within the tapestry now unleashed? What horrors have we wrought upon this world?" Varian expresses his concern as the ground shakes around him. With decisiveness, the Venture-Captain speaks a word of power and takes flight.
Place Fly in Recovery to examine the top cards of two locations (#4, #3): Collapsing Hallways (Closing Henchman); Barroom Brawl. Ugh. Both difficult barrier DCs for Varian. I'll take a chance and relocate to Poog's place at #2. Discard Wayfinder when I arrive to examine top card of location - Collapsing Hallways (again!). I'll choose to shuffle and take a bonus explore.
Which card?: 1d6 ⇒ 4 Giant Rock Crab.
Varian alights next to Poog just as a massive foreclaw erupts out of the rocky ruins. Impossibly large, a huge crustacean emerges and makes straight for Varian!
Use Mind Thrust for this check.
Combat (13+3) Check #1: 1d12 + 2 + 3 + 1d6 + 3 ⇒ (12) + 2 + 3 + (3) + 3 = 23 SUCCESS!
Combat (13+3) Check #1: 1d12 + 2 + 3 + 1d6 + 3 ⇒ (7) + 2 + 3 + (1) + 3 = 16 Whew. SUCCESS! Discard Farglass to examine next two cards.
Varian concentrates, burrowing his powerful mind deep into the monstrous crab's chitinous brain. Finding what he seeks, the wizard turns off the crab's consciousness, dropping the creature into an inert pile of shells.
Random Next Card #1: 1d5 ⇒ 4 Reroll.
Random Next Card #1: 1d5 ⇒ 5 Storm
Random Next Card #2: 1d5 ⇒ 3 Conchobhar Turlach Shortstone
Re-order the ally on top of the barrier and take free explore.
A gnome swashbuckler races into the Ghol-Gan ruin and sizes up the two odd companions.
Diplomacy (7) Check: 1d6 + 3 ⇒ (4) + 3 = 7 SUCCESS!
Varian calls out to the gnome. "Come with us if you want to live!" The gnome seems to want to live.
End turn. All spells land in discard during Recovery phase.
EOT Perception (5) Check: 1d6 + 2 ⇒ (4) + 2 = 6 SUCCESS! No damage.
Reset hand.
Hand: Conchobhar Turlach Shortstone, Blessing of the Starsong, Mirian Raas, Augury, Disrupting Rapier +1, Scorching Ray,
Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes: T-shirt reroll: Not used; Mat power: Used
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [X] +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 [ ] 8
Proficient with: Weapons [ ] Light Armors
Powers: Role Card - Venture-Captain
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 ([ ] or an ally) 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) ([ ] or an ally), you may examine the top card of your location deck; if it is a spell ([X] or a barrier) ([ ] or an ally), you may discard a card to encounter it.
[X] You gain the skill Diplomacy: Charisma +3 ([ ] Add 1d8 to your checks to acquire allies.)
[ ] When building your deck, you may treat allies as items or blessings.
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.

wkover - Poog |

Summarizing state of locations. Top cards...
Location 2: Storm (card 5)
Location 3: Barroom Brawl (card 4)
Location 4: Collapsing Hallways (card 1)
Flip BoG. I think I'll look behind door #1. Move to GG1 and explore, encounter Collapsing Hallways. Using Nok's B of Ancients, which recharges (BoG showing).
Wis 14 (11+3) w/ blessing: 2d10 + 3 ⇒ (3, 8) + 3 = 14 - barrier defeated
From blessing, Nok heals 2 cards and I heal a card (Axe).
Now to close.
Con 8 w/ my Gozreh: 3d8 ⇒ (4, 1, 8) = 13
GG#1 closed. A barrier is shuffled into every other location.
Hand: Animated Weapon, Fiery Glare, Cauterize, B of Kelizandri, Cauterize 2, Cloud Puff,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1

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Turn Order - Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover,
Recharge Blessing of the Ancients for Poog, then heal 2
Only Blessing of Bastet in discard
Hour = 3 / Blessing of the Gods
Start of Turn
At: #1: Ghol-Gan Ruins
Give: No
Move: #4: Ghol-Gan Ruins. Poog can move with if wanted
Free explore Top Card 1-10,Br1: 1d11 ⇒ 1= 1: Collapsing Hallways Wow! Good luck!
Henchman 3, Barrier: Dexterity 12 (9+3)
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Dexterity 1d8, (#Barriers + 1) +3, Recharge Captain's Cutlass +1d6
Dexterity 12: 1d8 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14 - Defeated
#4: Ghol-Gan Ruins.Attempt to Close Strength 8
Strength 1d8+2, Zarlova discards Skeleton Crew +1d6
Strength 8: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7- failed. Use Paizo reroll
Strength 8: 5 + 1d6 ⇒ 5 + (1) = 6 - failed. Use Hero Point reroll
Strength 8: 5 + 1d6 ⇒ 5 + (6) = 11 - Success! #4: Ghol-Gan Ruins.Closed
End of Turn
Scenario EoT Dexterity 5: 1d8 ⇒ 2
EoT Damage: 1d4 ⇒ 3
Nok-Nok.Recharge Damage (Menacing Backsword +1), Reveal Buccaneer's Breastplate -3,
Recovery
Reset
Draw up Blessing of the Ancients, Blessing of Bastet, Rotgut
Summary
Location = #4: Ghol-Gan Ruins - Closed
Acquired =
Banished = 1: Collapsing Hallways
Examined =
From Box =
Displayed =
Give =
Used = Zarlova discards Skeleton Crew , Paizo Reroll, Hero Point
Other =
Hand: Brine's Sting, Buccaneer's Breastplate, Marianix Karn, Blessing of the Ancients, Blessing of Bastet, Rotgut,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: #1: Ghol-Ghan Ruins
Hero Points: 0
NOTES:
Available Support: Distant: BoAncients: available
Local: BoBastet: 1d reroll or bury all dice reroll. available
Middle of Deck (Unknown Order): Blessing of Maat, Sorrowsoul, Harrow Deck, Blessing of the Spy, Rekkish, Blessing of Asmodeus, Xoff, Thieves' Tools, Monkey, Blessing of Abadar, Compass
Recharged: Captain's Cutlass, Menacing Backsword +1,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers ([ ] and weapons) 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 ([ ] or on your check that is not a check to acquire or defeat), add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([ ]4) cards you would discard as damage. ([ ]If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
[ ]When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
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.
[X][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.
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

wkover - Poog |

Forgot to roll EOT damage on my turn: Wis 5: 1d10 + 3 ⇒ (5) + 3 = 8 - pass

BR Nathan Davis |

During This Adventure: Adventure Deck Number: 3
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.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.
During This Scenario: Your ship is anchored at a random Ghol-Ghan Ruins [4]. When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a Ghol-Gan Ruins location, do not flip the location card over.
When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck.
When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.
To win, close the Tower.
Additional Rules:
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.
Villain: None
Collapsing Hallways
Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 7, Zarlova/Mhuirich
Monsters
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Barriers
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Weapons
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
SS
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.
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spells
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
SS
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
SS
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
SS
Item 2
Traits:
Object To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
SS
Item 2
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine
Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
SS
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Allies
SS
Ally B
Traits:
Gnome
Pirate To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 2
Traits:
Animal
Pirate To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Ally 3
Traits:
Halfling
Spy To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Blessings
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 23
Blessings Deck
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Ghol-Gan Ruins
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Poog/wkover, None
Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/dinketry, Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, Barroom Brawl
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Location #4: Ghol-Gan Ruins
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, Raft Anchored
Location #5: 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: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Mhuirich - Zarlova |

Turn Order: Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Out of Turn Updates:
Banish and recover Skeleton Crew for Nok-Nok.
Skeleton Crew: Divine 9: 1d10 + 5 ⇒ (5) + 5 = 10 -> Skeleton Crew recharged.
Turn: Turn 7 - 0 / Blessing of the Gods
At: #3: Ghol-Gan Ruins
SOT: None
Give: No
Move: No
Explore: 1/Blessing of the Gods, Blessing B, None
Automatically acquired. Discard to explore.
Explore: 2/Keen Falcata +1, Weapon 2, Str/Mel 11
Automatic fail. Cure myself to make room in my hand.
Cure: 1d4 + 1 ⇒ (1) + 1 = 2
Zarlova is healed for 2: (Blessing of the Spellbound 3, Royster McCleagh). Deck shuffled.
Zarlova ends her turn.
Zarlova attempts to recover all cards in her Recovery pile.
Cure: Divine 8: 1d10 + 5 ⇒ (4) + 5 = 9 -> Cure recharged.
Zarlova resets her hand.
Discard None
Draw
Summary
Location = #3: Ghol-Gan Ruins
Acquired = 1/Blessing of the Gods
Banished = 2/Keen Falcata +1
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Pyrotechnic Blast, Skeleton Crew, Volcanic Storm, Augury, Life Drain, Ring of the Iron Skull,
Displayed:
Deck: 14 Discard: 2 Buried: 0
Hero Points: 0
Middle of Deck (Unknown Order): Riftwarden, Holy Javelin, Gem of Mental Acuity, Blessing of Thoth, Blessing of the Spellbound 2, Shield Cloak, Blessing of Pharasma, Blessing of Nethys, Surgeon, Fire Snake, Royster McCleagh, Blessing of the Spellbound 3, Blessing of the Spellbound
Recharged: Cure,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Role: Theurge
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you would recharge a spell that has both the Divine and Attack traits, you may reload it instead.
When you acquire a card that has the Magic trait, examine the top (☑ or bottom) card of your deck; if it is a spell (☑ or a blessing), you may draw it.
☐ You gain the skill Arcane: Intelligence +2.
☐ Add 2 (☐ 4) to your check to acquire (☐ or recharge) a spell.
☑ Add 2 (☐ 4) to your check that has the Attack trait.
☑ ☑ ☐ ☐ 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.

Mhuirich - Zarlova |

At the start of Varian's turn, cast Augury for barriers.
Examine:3/Cannonade, Barrier 3
Examine:4/Barroom Brawl, Barrier B
Examine:5/Will-o'-Wisp, Monster 3
Set aside barriers and shuffle location. Replace barriers with Cannonade on the bottom.
Augury: Divine 8: 1d10 + 5 ⇒ (4) + 5 = 9 -> Augury recharged.

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The hour is Kelizandri. Place Augury in Recovery and choose Barriers. Card #1 - Storm; Card #2 - Pirate Entertainments; Card #3 - Sandbar. Place all 3 at the bottom of the deck (#2, #3, #1). Explore random top card.
Which card?: 1d3 + 3 ⇒ (1) + 3 = 4 Zul (Weapon 2). I’ll auto-fail it.
Varian looks past the trappings of this material plane into the mists of the future, espying obstacles to a smooth sailing voyage. The wizard makes a mental note to avoid any potential entanglement. Varian gets shocked back into the present by the gnome pirate trying to helpfully offer his trusty magical harpoon. Varian gracefully declines the noble gesture.
Discard Conchobar Turlach Shortstone to explore again and add Swashbuckling trait to this check.
Which card?: 1d2 + 4 ⇒ (1) + 4 = 5 Collapsing Hallways
Tick box on Amateur Swashbuckler boon to add 1d4 to this check. I’ll ask Poog to recharge Blessing of Kelizandri for this as well.
Dexterity (9+3) Check: 2d8 + 1 + 1d4 ⇒ (2, 5) + 1 + (1) = 9 Tshirt reroll on the ‘2’
Reroll: 1d8 ⇒ 5 + 5 +1 + 1 = SUCCESS!
Varian dives for safety as a giant slab of stone crashes down, blocking the obvious exit from the chamber. The wizard throws his shoulder into moving the rock aside as a means of escape.
Recharge Poog’s Blessing of Kelizandri for this nigh-impossible check.
Strength (5+3) Check: 1d6 + 1d6 ⇒ (6) + (2) = 8 SUCCESS! Location closed; only one location left, so no new barriers shuffled in.
EOT Perception (5) Check: 1d6 + 2 ⇒ (5) + 2 = 7 SUCCESS!
Varian races for safety.
Reset hand. All spells discarded in Recovery phase. Hand update in a bit.

wkover - Poog |

OOT - Kelizandri recharged for Varian. Nok-Nok's Ancients also used on Varian's turn for second blessing.
On my turn, flip B of Gozreh. Move to Ruins #3 and explore. Due to Augury, cards 5-9 must be explored randomly (3-4 on bottom, so ignoring for now). Which card encountered?: 1d5 + 4 ⇒ (2) + 4 = 6 - Blood Hag.
Play Cloud Puff to ignore BYA. Playing Cauterize 2, so discarding Animated Weapon for fire damage.
Combat 18 (15+3) w/ Cauterize 2: 1d10 + 2d8 + 5 + 1d6 ⇒ (10) + (1, 7) + 5 + (4) = 27 - Hag defeated
From defeat, both Zarlova and Poog take 3 Fire damage. Discard remaining 2 cards in hand: Fiery Glare, other Cauterize.
Recovery: Auto-recharge Cloud Puff, now for Cauterize 2.
Div 11 for Caut recharge: 1d10 + 5 + 1d6 ⇒ (7) + 5 + (1) = 13 - recharged
EOT scenario check doesn't matter, since no cards in hand.
Hand: Dogfinder, Wall of Fire, Reformarium Servant, Hatchet, Immolate, Angelstep,
Displayed:
Deck: 10 Discard: 5 Buried: 0
Notes:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1
Summary: Nok's B of Ancients used on Varian's turn. Card 6 @ Ruins #3 defeated. Cards 5,7-9 must be explored randomly. 2 barriers on bottom. Zarlova takes 3 fire damage.

wkover - Poog |

At start of Nok-Nok's turn, banish Dogfinder to put cards into hand. How many?: 1d4 + 1 ⇒ (3) + 1 = 4. Random cards put in hand: all but Fiery Glare. Hand update:
Hand: B of Gozreh, Wall of Fire, Reformarium Servant, Hatchet, Immolate, Angelstep, B of Green Faith 2, Animated Weapon, Cauterize
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1

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Turn Order - Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover,
Recharge Blessing of the Ancients for Varian
Hour = 3 / Blessing of the Gods
Start of Turn
At: #4: Ghol-Gan Ruins
Give: No
Move: #3: Ghol-Gan Ruins.
Free explore Top Card 5,7-9: 1d4 ⇒ 3= 8: Collapsing Hallways OK, two in a row! Wow! Super Good luck!
Henchman 3, Barrier: Dexterity 12 (9+3)
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Dexterity 1d8, (#Barriers + 1) +3, Zarlova discards Skeleton Crew +1d6
Dexterity 12: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (4) = 12 - Defeated
#3: Ghol-Gan Ruins.Attempt to Close Strength 8
Strength 1d8+2
Strength 8: 1d8 + 2 ⇒ (6) + 2 = 8 - Success! #3: Ghol-Gan Ruins.Closed
End of Turn
Scenario EoT Dexterity 5: 1d8 ⇒ 8 - No damage
Recovery
Reset
Draw up Blessing of Abadar
Summary
Location = #3: Ghol-Gan Ruins - Closed
Acquired =
Banished = 8: Collapsing Hallways
Examined =
From Box =
Displayed =
Give =
Used = Zarlova discards Skeleton Crew
Other =
Hand: Brine's Sting, Buccaneer's Breastplate, Marianix Karn, Rotgut, Blessing of Bastet, Blessing of Abadar,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: #1: Ghol-Ghan Ruins
Hero Points: 0
NOTES:
Available Support: Distant: BoAbadar: available
Local: BoBastet: 1d reroll or bury all dice reroll. available
Middle of Deck (Unknown Order): Blessing of the Spy, Monkey, Blessing of Asmodeus, Rekkish, Thieves' Tools, Sorrowsoul, Compass, Xoff, Blessing of Maat, Harrow Deck
Recharged: Captain's Cutlass, Menacing Backsword +1,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers ([ ] and weapons) 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 ([ ] or on your check that is not a check to acquire or defeat), add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([ ]4) cards you would discard as damage. ([ ]If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
[ ]When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
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.
[X][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.
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

BR Nathan Davis |

During This Adventure: Adventure Deck Number: 3
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.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
YOUR SHIP IS THE RAFT. YOU CANNOT COMMAND ANY OTHER SHIP.
During This Scenario: Your ship is anchored at a random Ghol-Ghan Ruins [4]. When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a Ghol-Gan Ruins location, do not flip the location card over.
When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck.
When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.
To win, close the Tower.
Additional Rules:
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.
Villain: None
Collapsing Hallways
Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 11, Zarlova/Mhuirich
Monsters
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Barriers
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spells
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 2
Traits:
Magic
Arcane
Healing To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
SS
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Armors
SS
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
SS
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
SS
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
SS
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
SS
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
SS
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Allies
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally 3
Traits:
Halfling
Spy To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
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.
Blessings
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 19
Blessings Deck
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Ghol-Gan Ruins
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: Ghol-Gan Ruins
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: Ghol-Gan Ruins
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, Zarlova/Mhuirich, Poog/wkover, Barroom Brawl
Location #4: Ghol-Gan Ruins
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raft Anchored
Location #5: 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: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Location #6: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 6 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Ally 3
Traits:
Tengu
Smuggler To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

Mhuirich - Zarlova |

Turn Order: Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Out of Turn Updates:
On Poog's turn, discard Skeleton Crew, Pyrotechnic Blast, Volcanic Storm for Hag fire damage. Per discussion, Nok-Nok discard's Blessing of Bastet instead.
Turn: Turn 11 - 0 / Blessing of Hshurha
At: #3: Ghol-Gan Ruins
SOT: None
Give: No
Move: #6: Tower
Explore: 1/Cannonade, Barrier 3, Wis/Per/Sur 10+#
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Use Nok-Nok's Blessing of Abadar.
Wisdom 13: 3d10 + 2 ⇒ (2, 5, 8) + 2 = 17 - Defeated.
Take 2 Struct Damage. Non-Nok reveals Bucc Breastplate to reduce one, hoping someone else can take the other.
Discard None
Draw Riftwarden, Fire Snake, Blessing of the Spellbound 2, Blessing of the Spellbound
Summary
Location = #6: Tower
Acquired =
Banished = 1/Cannonade
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Life Drain, Riftwarden, Fire Snake, Blessing of the Spellbound 2, Blessing of the Spellbound, Ring of the Iron Skull,
Displayed:
Deck: 11 Discard: 5 Buried: 0
Hero Points: 0
Middle of Deck (Unknown Order): Gem of Mental Acuity, Royster McCleagh, Surgeon, Blessing of Nethys, Blessing of the Spellbound 3, Blessing of Thoth, Holy Javelin, Blessing of Pharasma, Shield Cloak
Recharged: Cure, Augury,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Role: Theurge
Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you would recharge a spell that has both the Divine and Attack traits, you may reload it instead.
When you acquire a card that has the Magic trait, examine the top (☑ or bottom) card of your deck; if it is a spell (☑ or a blessing), you may draw it.
☐ You gain the skill Arcane: Intelligence +2.
☐ Add 2 (☐ 4) to your check to acquire (☐ or recharge) a spell.
☑ Add 2 (☐ 4) to your check that has the Attack trait.
☑ ☑ ☐ ☐ 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.

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Nok-Nok - turn correction
Zarlova's Skeleton Crew not available, recharge Marianix Karn instead. Exactly same dice pool
Dexterity 1d8, (#Barriers + 1) +3, recharge Marianix Karn +1d6
Dexterity 12: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (4) = 12 - Defeated
Draw up additional card - Compass
Zarlova's - turn
Discard Blessing of Abadar
Hand: Brine's Sting, Buccaneer's Breastplate, Rotgut, Blessing of Bastet, Compass,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: #3: Ghol-Ghan Ruins
Hero Points: 0
NOTES:
Available Support: Distant: BoAbadar: available
Local: BoBastet: 1d reroll or bury all dice reroll. available
Middle of Deck (Unknown Order): Harrow Deck, Blessing of Maat, Rekkish, Xoff, Blessing of Asmodeus, Sorrowsoul, Thieves' Tools, Blessing of the Spy, Monkey
Recharged: Captain's Cutlass, Menacing Backsword +1, Marianix Karn,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers ([ ] and weapons) 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 ([ ] or on your check that is not a check to acquire or defeat), add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([ ]4) cards you would discard as damage. ([ ]If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 ([ ] 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
[ ]When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
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.
[X][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.
Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

wkover - Poog |

OOT - Discarding Animated Weapon for other struc damage.
Hand: B of Gozreh, Wall of Fire, Reformarium Servant, Hatchet, Immolate, Angelstep, B of Green Faith 2, Cauterize
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 [X]+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 [X]6 []7
Proficient with: Light Armors Weapons
Powers: (Leecher)
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.
([X] Then shuffle a random card from your discard into your deck.)
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait ([] or Elf, Human, or Slashing trait).
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Hero points: 1

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Hand: Fire Snake, Blessing of the Starsong, Mirian Raas, Blessing of Abraxas, Disrupting Rapier +1, Scorching Ray,
Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes: T-shirt reroll: Used; Mat power: Used
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [X] +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 [ ] 8
Proficient with: Weapons [ ] Light Armors
Powers: Role Card - Venture-Captain
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 ([ ] or an ally) 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) ([ ] or an ally), you may examine the top card of your location deck; if it is a spell ([X] or a barrier) ([ ] or an ally), you may discard a card to encounter it.
[X] You gain the skill Diplomacy: Charisma +3 ([ ] Add 1d8 to your checks to acquire allies.)
[ ] When building your deck, you may treat allies as items or blessings.
Amateur Swashbuckler: [X] [X] [X] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
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.

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The hour is Basic. Move to the Tower.
Varian races towards the central structure of the ancient Ghol-Gan fortress, a foreboding tower that seems curiously unaffected by the heaving of the earth all around.
Free explore and encounter Wyvern Blade Trap.
Reaching the entrance portal to the tower, Varian spies a very fine tripwire at ankle height just inside the doorway. The wizard pulls up short, stopping his comrades from following. Tracing a fiery sigil in the air, Varian directs his magical energies towards the obvious trap, seeking a way to disarm the mechanism.
Place Fire Snake in Recovery for this check. May I please use one of Zarlova's Blessing of the Spellbound?
Disable (10) Check: 2d12 + 2 + 2 ⇒ (8, 7) + 2 + 2 = 19 SUCCESS! Use Varian's power to examine top card of location after defeating a barrier - Corlan (Ally). Discard Mirian Raas to explore again.
The magical fire snake successfully releases the tension of the tripwire without triggering the unseen trap. Varian proceeds inside the tower to find one of the tengu crew members huddling in fear on the ground floor level.
"Beak up, mate!" Varian barks, half-expecting the instruction to be labelled insensitively racist.
May I use Poog's Blessing of the Green Faith, please?
Diplomacy (9) Check: 2d6 + 3 ⇒ (1, 3) + 3 = 7 FAIL!
It is as Varian suspected: racist. The tengu glares malevolently at the wizard as he mounts the steps but remains huddling with fear.
End turn. Fire Snake goes into discard. Bury Disrupting Rapier +1 to draw Augury back into my hand and recharge all spells from discard pile. Reset hand.
Hand: Augury, Blessing of the Starsong, Fly, Blessing of Abraxas, Fiery Glare, Scorching Ray,
Displayed:
Deck: 9 Discard: 4 Buried: 1
Notes: T-shirt reroll: Used; Mat power: Used
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [X] +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 [ ] 8
Proficient with: Weapons [ ] Light Armors
Powers: Role Card - Venture-Captain
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 ([ ] or an ally) 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) ([ ] or an ally), you may examine the top card of your location deck; if it is a spell ([X] or a barrier) ([ ] or an ally), you may discard a card to encounter it.
[X] You gain the skill Diplomacy: Charisma +3 ([ ] Add 1d8 to your checks to acquire allies.)
[ ] When building your deck, you may treat allies as items or blessings.
Amateur Swashbuckler: [X] [X] [X] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
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.