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

Game Master Nathan Davis

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

RULES: SHIPS:

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

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

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

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

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

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

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

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

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Wisdom/Survival 5
    OR
    Perception 7
    If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

    When Commanding
    When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    If you fail to defeat a bane that has the Pirate trait, bury a card.


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Dexterity/Disable 8
    OR
    Wisdom/Survival 6
    If your check to defeat has the Swashbuckling trait, add 1 to it.

    When Commanding
    If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    When your ship is dealt damage, add 1 to the amount of damage dealt.


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Charisma/Diplomacy 5
    OR
    Wisdom/Survival 7
    You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.

    When Commanding
    When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.

    When Commanding (Wrecked)
    To Repair:
    Craft 4
    When you would discard an ally for its power, bury it instead.


    4) Man's Promise
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.

    When Commanding
    You may discard a card from the blessings deck to explore your location.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    Other characters may not move with this ship.


    5) Truewind
    Spoiler:
    Ship B
    Class 1

    When Encountering
    To Defeat:
    Intelligence/Knowledge 8
    OR
    Wisdom/Survival 6
    You may discard an ally that has the Pirate trait to add 2 to your check to defeat.

    When Commanding
    You may discard a card from the blessings deck to recharge a random card from your discard pile.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    The difficulty of your check to acquire a boon is increased by 1.


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

    When Encountered
    To Defeat:
    Dexterity/Acrobatics 9
    OR
    Wisdom/Survival 7
    The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

    When Commanding (Wrecked)
    To Repair:
    Craft 8
    At the start of your turn, banish this card and exchange it for the ship Merchantman.


    8) Dominator
    Spoiler:
    Ship B
    Class 6

    When Encountering
    To Defeat:
    Wisdom/Survival 8
    OR
    Dexterity/Ranged 11
    If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2.
    This ship cannot be seized.

    When Commanding
    You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    Remove the Swashbuckling trait from all of your checks.


    9)Devil's Pallor
    Spoiler:
    Devil's Pallor
    Ship 2
    Class 2

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

    When Encountered
    If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.


    10)Thresher
    Spoiler:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, bury a random card from your discard pile.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.


    11)Dowager Queen
    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.


Summoned Henchmen:

The Ancient Mariner
Spoiler:

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

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

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


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

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


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

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


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

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


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

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


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

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


Scurvy Zombie
Spoiler:

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

Sea Devil
Spoiler:

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

Shipwreck
Spoiler:

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


Replacement Cards:

Totem Necklace
Spoiler:

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

Shark Skin Armor
Spoiler:

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

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


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Dark Archive

Deck Handler

At the start of Poog's turn, Varian will place Augury in Recovery to examine the top 3 cards of the location, looking for barriers: #1 - Besmaran Vestments; #2 - Pirate Entertainments; #3 - Pirate Captain. Shuffle location deck and place Pirate Entertainments at the bottom.

Varian wrote:

Hand: 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; Use my blessings as needed!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1
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.


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

Out of turn - recharge BoGF for Varian.

My turn: Flip B of Sivanah, move to Tower. Bury Angelstep to heal Zarlova. # cards healed?: 1d4 + 1 ⇒ (1) + 1 = 2

Explore tower. Encounter which card? (4-13, ignoring 5): 1d10 + 3 ⇒ (5) + 3 = 8 - Mercenary

Combat 13 (10+3) w/ Wall of Fire: 1d10 + 2d6 + 5 + 1d6 ⇒ (4) + (3, 6) + 5 + (2) = 20 - defeated

Discard Ref Servant to explore again. Encounter which card? (4-13, ignoring 5,8): 1d10 + 3 ⇒ (1) + 3 = 4 - Besmaran vestments. Using Varian's Starsong.

Con 6 to acquire w/ Servant bonus, blessing: 1d8 + 1d4 + 1d8 ⇒ (1) + (3) + (6) = 10 - acquired

From blessing, Varian heals 2 cards and I heal a random card (Animated Weapon).

Div 13 to recharge Wall of Fire?: 1d10 + 5 + 1d6 ⇒ (8) + 5 + (1) = 14 - recharged. Before resetting, I recharge armor.

At Tower, so EOT check no longer necessary. Per location effect, examine top 2 blessings. Leave in same order: CC and Kelizandri.

Poog wrote:

Hand: B of Gozreh, B of Gobs, B of Green Faith 2, Hatchet, Immolate, Cauterize,

Displayed:
Deck: 12 Discard: 2 Buried: 1
Notes: Immolate adds 2d4 vs. local lock, obstacle, or skirmish barrier. Will steal blessing w/ Gobs.

Skills and Powers:
SKILLS

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

Tower must be explored randomly. Cards remaining: 6-7,9-13 (5 at bottom).

Dark Archive

Deck handler link

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

Recharge Blessing of the Ancients for Varian

Hour = 7 / Blessing of Hshurha

Start of Turn
At: #3: Ghol-Gan Ruins
Give: No
Move: #6: Tower.

Free explore Top Card 6-7,9-13 (5 at bottom): 1d7 ⇒ 3 = 9: Becalmed, Barrier 2, Aquatic: Wisdom 8

Spoiler:
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.

Wisdom 1d4, (#Barriers + 1) +3
Auto fail - Failed. 9: Becalmed displayed

Discard Compass explore Top Card 6-7,10-13 (5 at bottom): 1d6 ⇒ 6 = 13: Animalbane Dagger +1, Weapon 1: Dexterity 7

Spoiler:
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.

Dexterity 1d8, (#Monsters) +2
Dexterity 7: 1d8 + 2 ⇒ (3) + 2 = 5 - Banished

Discard Rotgut explore Top Card 6-7,10-12 (5 at bottom): 1d5 ⇒ 2 = 7: Sandbar, Barrier 3: Strength 11

Spoiler:
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.

Strength 1d8+2, (#Barriers + 1) +3,
Strength 11: 1d8 + 2 + 3 ⇒ (8) + 2 + 3 = 13 - Banished

End of Turn
Recovery
Reset
Draw up Rekkish, Monkey, Thieves' Tools

Summary
Location = Tower Random(6-7,10-12),5)

Acquired =
Banished = 7: Sandbar, 13: Animalbane Dagger +1
Examined =

From Box =
Displayed = 9: Becalmed displayed

Give =
Used =

Other =

Nok-Nok wrote:

Hand: Brine's Sting, Buccaneer's Breastplate, Blessing of Bastet, Rekkish, Monkey, Thieves' Tools,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Current Location: Tower
Hero Points: 0
NOTES:
Available Support: Distant:
Local: BoBastet: 1d reroll or bury all dice reroll. available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Xoff, Harrow Deck, Blessing of Asmodeus, Sorrowsoul, Blessing of the Spy, Blessing of Maat
Recharged: Captain's Cutlass, Menacing Backsword +1, Marianix Karn,
Discard Pile: Blessing of the Ancients, Blessing of Abadar, Compass, Rotgut,
Buried Pile:

Skills and Powers:
SKILLS
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

Dark Archive

Deck Handler

Out of turn: discard Blessing of the Starsong for Poog and resultant Poog heal!

Which cards healed?: 2d5 ⇒ (3, 4) = 7 Conchobhar Turlach Shortstone, Mirian Raas

THANKS!


During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

REWARD RULES:

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:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

Villain: None

Henchman:

Collapsing Hallways
Spoiler:

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: 15, Zarlova/Mhuirich

Random Cards:

Monsters
Spoiler:
Jellyfish Swarm
SS
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

Spoiler:
Will-o'-Wisp
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_

Spoiler:
Manticore
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.

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

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

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

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

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

Spoiler:
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.

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

Weapons
Spoiler:
Navigator Musket +1
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.

Spoiler:
Zul
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.

Spoiler:
Dagger Pistol +1
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.

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

Spoiler:
Falcata +1
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
Spoiler:
Freezing Sphere
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.

Spoiler:
Animate Water
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.

Spoiler:
Protect
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.

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

Spoiler:
Protect
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
Spoiler:
Benevolent Buckler
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.

Spoiler:
Benevolent Buckler
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.

Spoiler:
Besmaran Vestments
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.

Spoiler:
Shark Skin Armor
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.

Spoiler:
Shark Skin Armor
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
Spoiler:
Alchemical Glue
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.

Spoiler:
Jolly Roger
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.

Spoiler:
Potion of the Ocean
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.

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

Spoiler:
Besmara's Bones
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.

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

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

Spoiler:
Haneilius Fitch
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.

Spoiler:
Ambrose "Fishguts" Kroop
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.

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

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

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

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

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

Blessing of Kelizandri:
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.

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Varian/dinketry
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Poog/wkover
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 NokNok/MatsuKurisu
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Varian/dinketry
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Poog/wkover
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Zarlova/Mhuirich
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Poog/wkover
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Zarlova/Mhuirich
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Varian/dinketry
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Poog/wkover
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 NokNok/MatsuKurisu
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:

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:

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

Plunder Pile Card 1:
Geyser
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: 1 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, Zarlova/Mhuirich, Varian/dinketry, Poog/wkover, Becalmed Displayed
Tower Card 1 (Becalmed):
Becalmed
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.
Tower Card 2:
Anchor
SS
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
Tower Card 3:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Tower Card 4:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Tower Card 5:
Jagged Shoals
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.
Tower Card 6 (Pirate Entertainments):
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.


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

Turn Order: Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Out of Turn Updates:

Recharge Blessing of the Spellbound for Varian.
Healed for by Poog for 2: (Pyrotechnic Blast, Ghost Whip). Thanks!

Turn: Turn 15 - 0 / Blessing of Kelizandri

At: #6: Tower
SOT: None
Give: No
Move: No

Explore: 2/Anchor, Item B, Wis/Sur 8

Anchor:

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

Wisdom 8: 1d10 + 2 ⇒ (1) + 2 = 3 - Failed.

Discard Riftwarden to explore.

Explore: 3/Pirate Captain, Monster B, Com 12+#

Pirate Captain:

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

Recharge Fire Snake for BYA. Cast Life Drain (Divine + 2d4). Recharge Blessing of the Spellbound. (+1d)

Combat 15: 2d10 + 5 + 2d4 ⇒ (3, 5) + 5 + (4, 4) = 21 - Success

Reveal Ring of the Iron Skull to examine the location: 4/Speed, Spell B. Discard Ring for AYA structural damage; Nok-Nok's Breastplace covers the other. No cards left; end turn.

Zarlova attempts to recover all cards in her Recovery pile.
Life Drain: Divine 11: 1d10 + 5 ⇒ (5) + 5 = 10 -> Life Drain discarded.

Discard None
Draw Blessing of the Spellbound 2, Holy Javelin, Shield Cloak, Cure, Royster McCleagh, Pyrotechnic Blast

Summary
Location = #6: Tower
Acquired =
Banished = 2/Anchor, 3/Pirate Captain
Examined =
From Box =
Displayed = 4/Speed

Give =
Used =
Other =

Zarlova wrote:

Hand: Blessing of the Spellbound 2, Holy Javelin, Shield Cloak, Cure, Royster McCleagh, Pyrotechnic Blast,

Displayed:
Deck: 10 Discard: 6 Buried: 0
Current Location: Tower
Hero Points: 0
NOTES:
Available Support: Cure available. Blessing available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Mental Acuity, Blessing of Pharasma, Surgeon, Augury, Blessing of the Spellbound 3, Ghost Whip, Blessing of Thoth, Blessing of Nethys
Recharged: Blessing of the Spellbound, Fire Snake,
Discard Pile: Blessing of the Gods, Skeleton Crew, Volcanic Storm, Riftwarden, Ring of the Iron Skull, Life Drain,
Buried Pile:

Skills and Powers:
SKILLS
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.


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

OOT - discarding Hatchet for struc damage.

Poog wrote:

Hand: B of Gozreh, B of Gobs, B of Green Faith 2, Immolate, Cauterize,

Displayed:
Deck: 12 Discard: 3 Buried: 1
Notes: Immolate adds 2d4 vs. local lock, obstacle, or skirmish barrier. Will steal blessing w/ Gobs.

Skills and Powers:
SKILLS

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

Dark Archive

Deck Handler

The hour is Gozreh.

Varian notes the arcane magicks scrawled into the wall of the tower pointed out by Zarlova. He peers closely.

Free explore and encounter Speed. Place Fiery Glare in Recovery to banish Speed and explore again: Jagged Shoals.

Varian recognises the ancient trap for what it is. With a sudden enchantment, the wizard's eyes glow red and he blasts the explosive runes with fiery energy. Unfortunately, a secondary trap triggers, causing jagged shards of rock to explode from the walls in all directions!

Poog, will you use your Blessing of the Gobs on this? You can steal the next top blessing of the deck - a Blessing of Kelizandri (Blessing 3)!.

Knowledge (11) Check: 2d12 + 2 + 3 ⇒ (3, 5) + 2 + 3 = 13 SUCCESS!

Varian throws his magically-imbued cloak up at the last moment, deflecting all of the trap's fury.

"Terr-an-ble," Varian pronounces with a smirk on his face to the gathered crew of the Feathered Devil. When they don't respond, he frowns. "It was a pun."

End turn. Discard spells in Recovery phase. Reset hand. Examine top two cards of blessing deck as per location power - #1: Blessing of Hshurha; #2 - Blessing of the Gods. Leave them in that order. Reset hand.

Varian wrote:

Hand: Mind Thrust, Eando Kline, Fly, Blessing of Abraxas, Helm of Telepathy, Scorching Ray,

Displayed:
Deck: 8 Discard: 5 Buried: 1
Notes: T-shirt reroll: Used; Mat power: Used
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1
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.


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

OOT - Gobs buried for Varian. Stealing and recharging next blessing: Kelizandri.

Flip B of Hshurha. Explore tower, encounter next card: Pirate Entertainments. Using my Immolate to add 2d4 and my Green Faith to add a die.

Con 10 (7+3): 1d8 + 2d4 + 1d8 ⇒ (7) + (4, 1) + (3) = 15 - defeated

Now to close, using my Gozreh.

Dex 7: 3d4 ⇒ (2, 1, 4) = 7 - success

Tower closed. We win!

All local characters encounter Pirate Entertainments, and high roll gets a plunder card into hand.

Dark Archive

Deck Handler

Out of turn: Pirate Entertainments.

Strength (7+3) Check: 1d6 ⇒ 2 FAIL! Hand wipe! WE WIN!!!

The crew of the Feathered Devil plays a celebratory game of 'Keelhaul the Fop' after successfully finding their way out of the ruined tower.


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

Rolling for plunder.

Plunder type?: 1d6 ⇒ 6 - will choose spell

Freezing Sphere- spell 3!


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

Out of turn: Pirate Entertainments. Cast Pyrotechnic Blast.

Divine 10: 1d10 + 5 + 2d4 ⇒ (10) + 5 + (3, 1) = 19 - Success!

If Zarlova wins Pirate Entertainments:

Plunder?: 1d6 ⇒ 2 - Spell
Animate Water - Spell 3


5-3D: REUNION IN THE RUINS

DEVELOPMENT:
You narrowly escaped the crumbling ruins with your life, though you are certainly not in the best shape after clawing your way through rubble and stone. Unfortunately, during the chaos inside the falling structure, the newly transformed oni Akinaru was able to teleport away unharmed.

Or perhaps that is fortunate. If your eyes did not deceive you, his new form was that of a void yai, an oni powerful enough to kill your entire expedition in a matter of seconds—or to magically transform everyone into his minions if that happens to be more to his liking.

Now all you can think of is getting back to your crew to confirm their safety and inform them of this new betrayal.

You expect they’ll be happy to learn of your victory, assuming they’re still alive.

REWARD
Each character chooses a type of boon other than loot and adds a non-Basic boon of that type from the game box to the cards acquired during the scenario.

Adventure Card Guild characters may choose a bonus deck upgrade.

Each Character earns 1 Hero Point!

ACQUISITIONS
Conchobhar Turlach Shortstone (Ally 1)
Royster McCleagh (Ally 2)
Besmaran Vestments (Armor 3)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Kelizandri (Blessing 3)
Skeleton Crew (Spell 3)
Animated Weapon (Spell 2)
Freezing Sphere (Spell 3)

Plunder
Geyser (Spell 2)


ADVENTURE 5-3: ESCAPE FROM THE TITAN’S JUNGLE
After narrowly escaping being crushed by the falling ruins and learning of the elf-turned-oni Akinaru’s nefarious plans, you try to make your way back through the jungle to your waiting companions. They have had some time now to repair and reconstruct your ship. Your only hope is that neither Akinaru nor any other unspeakable dangers have sought them out on the shore during your excursion to the ruins.

Even though you take care to retrace your route from the coast, you get the feeling that you are going in circles. Some paths wind through twisted tunnels of leaves and vines only to stop at dead ends of tangled limbs and brush. Even stranger, when you retrace your path from these dead ends, you find yourself in eerily unfamiliar surroundings. You notice completely different landmarks with gnarled roots, mossy boulders, and upturned trees appearing instead of your own fresh footprints. Where once there had been nothing more than harmless ferns, you find thick patches of thorns, glistening with sickly green liquid.

One such labyrinthine path ends in a thick, squat tree with long branches ending in patches of spikes. Littered throughout the spiked branches are the corpses of various rodents, and some remains that appear to be more humanoid. Strange how many of these paths lead to these kinds of trees. You feel almost compelled to follow them.

Akinaru had not lied about this jungle. It is truly alive, and the very land will protect itself by confounding any unwary travelers. You have come to this same fork in the path three times now, a fact confirmed by a small bit of cloth you tied to a particularly noticeable gnarled tree. Overwhelmed by frustration and succumbing to hopelessness, you think it might be a good idea to sit and rest under the tree until you’ve calmed down. After all, the humid heat of the jungle is starting to make you sleepy...
Very sleepy...

DURING THIS SCENARIO
Your ship is anchored at the Mangrove Swamp.

When you move, succeed at a Perception or Survival 8 check or move to a random open location.

At the end of your turn, if you explored more than once, recharge 1d4 random cards.

When you defeat and corner a villain, display it. To win, display both villains.

Villain:

Selissa
Spoiler:

SS Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage. Before you act, Selissa deals 1d4-1 Poison damage to you. If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Fungal Savage
Spoiler:

Villain
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Henchman:

Shimerae
Spoiler:

SS Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage. During this encounter, other characters at your location may not play cards or use powers. If defeated, you may immediately attempt to close the location this henchman came from.

Big Ol' Owly Thing
Spoiler:

None Henchman 3
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Jinkin
Spoiler:

None Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Cockroach Swarm
Spoiler:

None Henchman 3
Type: Monster
Traits: Vermin Swarm
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.


Plunder: 1d6 ⇒ 1
Weapon


During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

REWARD RULES:

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 Mangrove Swamp.

When you move, succeed at a Perception or Survival 8 check or move to a random open location.

At the end of your turn, if you explored more than once, recharge 1d4 random cards.

When you defeat and corner a villain, display it. To win, display both villains.

Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

Villain:

Selissa
Spoiler:

SS Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage. Before you act, Selissa deals 1d4-1 Poison damage to you. If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Fungal Savage
Spoiler:

Villain
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Henchman:

Shimerae
Spoiler:

SS Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage. During this encounter, other characters at your location may not play cards or use powers. If defeated, you may immediately attempt to close the location this henchman came from.

Big Ol' Owly Thing
Spoiler:

None Henchman 3
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Jinkin
Spoiler:

None Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Cockroach Swarm
Spoiler:

None Henchman 3
Type: Monster
Traits: Vermin Swarm
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Scenario Level (#): 3

Turn: 1, NokNok/MatsuKurisu

Random Cards:

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

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

Spoiler:
Darkforest Anemone
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.

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

Spoiler:
Nirento
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

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

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

Spoiler:
Jagged Shoals
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.

Spoiler:
Drowning Spikes Trap
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.

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

Weapons
Spoiler:
Seaborne Trident +1
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.

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

Spoiler:
Zul
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.

Spoiler:
Dagger Pistol +1
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.

Spoiler:
Trident +2
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.

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

Spoiler:
Dimension Leap
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.

Spoiler:
Wall of Fire
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.

Spoiler:
Obscure
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.

Spoiler:
Geyser
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.

Armors
Spoiler:
Benevolent Buckler
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.

Spoiler:
Besmaran Vestments
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
Spoiler:
Potion of Heroism
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.

Spoiler:
Powder Keg
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.

Spoiler:
Periscope
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.

Spoiler:
Crown of Swords
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.

Spoiler:
Helpful Haversack
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.

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

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

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

Spoiler:
Giffer Tibbs
SS
Ally B
Traits:
Gnome
Pirate To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Conchobhar Turlach Shortstone
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.

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Varian/dinketry
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Varian/dinketry
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Poog/wkover
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 NokNok/MatsuKurisu
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Zarlova/Mhuirich
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Varian/dinketry
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 NokNok/MatsuKurisu
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Zarlova/Mhuirich
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Poog/wkover
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 NokNok/MatsuKurisu
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 NokNok/MatsuKurisu
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Varian/dinketry
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Poog/wkover
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 Blessings Deck Card 24 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Zarlova/Mhuirich
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 Blessings Deck Card 26 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 27 Blessings Deck Card 27 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 28 Blessings Deck Card 28 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 29 Blessings Deck Card 29 Zarlova/Mhuirich
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: Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Hatchery Card 1:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Hatchery Card 2:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Hatchery Card 3:
Big Ol' Owly Thing
None
Henchman 3
Type: Monster
Traits:
Animal
To Defeat:
Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Hatchery Card 4:
Keen Falcata +1
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.
Hatchery Card 5:
Potion of the Ocean
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.
Hatchery Card 6:
Darkforest Anemone
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.
Hatchery Card 7:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Hatchery Card 8:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Hatchery Card 9:
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.
Hatchery Card 10:
Shark Skin Armor
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.

Location #2: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival 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 one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Jungle Card 1:
Helpful Haversack
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.
Jungle Card 2:
Sapphire of Intelligence
SS
Item B
Traits:
Object
Magic To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
Jungle Card 3:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Jungle Card 4:
Old Salt
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Jungle Card 5:
Dindreann
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.
Jungle Card 6:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Jungle Card 7:
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.
Jungle Card 8:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Jungle Card 9:
Giant Cockroach Swarm
None
Henchman 3
Type: Monster
Traits:
Vermin
Swarm
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
Jungle Card 10:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Location #3: Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, Zarlova/Mhuirich, Varian/dinketry, Poog/wkover, Raft Anchored
Mangrove Swamp Card 1:
Besmaran Vestments
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.
Mangrove Swamp Card 2:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Mangrove Swamp Card 3:
Musket +2
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.
Mangrove Swamp Card 4:
Humanbane Crossbow +2
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.
Mangrove Swamp Card 5:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Mangrove Swamp Card 6:
Coral Capuchin
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.
Mangrove Swamp Card 7:
Will-o'-Wisp
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_
Mangrove Swamp Card 8:
Fungual Savage
None
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
CONSTITUTION FORTITUDE WISDOM 7
THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.
Mangrove Swamp Card 9:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Mangrove Swamp Card 10:
Emerald of Dexterity
SS
Item B
Traits:
Object
Magic To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.

Location #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Tengu Rookery Card 1:
Keen Falcata +1
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.
Tengu Rookery Card 2:
Sea Drake
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Tengu Rookery Card 3:
Cut-Throat Grok
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.
Tengu Rookery Card 4:
Becalmed
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.
Tengu Rookery Card 5:
Animalbane Dagger +1
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.
Tengu Rookery Card 6:
Jinkin
None
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.
Tengu Rookery Card 7:
Astrolabe
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.
Tengu Rookery Card 8:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Tengu Rookery Card 9:
Great White Shark
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.
Tengu Rookery Card 10:
Tot Flask
SS
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Location #5: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Riptide Cove Card 1:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Riptide Cove Card 2:
Ambrose "Fishguts" Kroop
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.
Riptide Cove Card 3:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Riptide Cove Card 4:
Giant Jellyfish
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.
Riptide Cove Card 5:
Rosie Cusswell
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.
Riptide Cove Card 6:
Selissa
SS
Villain 3
Type: Monster
Traits:
Aberration
Naga
Aquatic
To Defeat:
Wisdom
Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei
Riptide Cove Card 7:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Riptide Cove Card 8:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Riptide Cove Card 9:
Manticore
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.
Riptide Cove Card 10:
Shark Skin Armor
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.

Location #6: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Sea Caves Card 1:
Besmaran Priest
SS
Ally B
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Sea Caves Card 2:
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.
Sea Caves Card 3:
Freezing Sphere
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.
Sea Caves Card 4:
Shimerae
SS
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Caves Card 5:
Will-o'-Wisp
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_
Sea Caves Card 6:
Benevolent Buckler
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.
Sea Caves Card 7:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Sea Caves Card 8:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Sea Caves Card 9:
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.
Sea Caves Card 10:
Navigator Musket +1
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.

Location #7: 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: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Falcata +1
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.


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

We all start @ Mangrove Swamp due to anchoring. Will display Leather Armor at the start of Nok-Nok's turn.

Poog wrote:

Hand: B of Kelizandri, Cauterize 2, Fiery Glare, B of Achaekek, Leather Armor, Reed Snake Armor,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

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

Dark Archive

Deck handler link

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

Recharge Blessing of the Ancients for Varian

Hour = 0 / Blessing of the Gods

Start of Turn
At: #3: Mangrove Swamp
Give: No
Move: No

Free explore = 1: Besmaran Vestments, Armor 3, Fortitude 6

Spoiler:
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.

Fortitude 1d10+1+2
Fortitude 6: 1d10 + 1 + 2 ⇒ (3) + 1 + 2 = 6 - acquired

Discard Dandy Brute, 1d6 vs Ally explore = 2: Large Chest, Barrier B, Veteran, To Defeat: Disable 12(9+3)

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

Disable 1d10+1+0, (#Barriers+1) +3, Reveal Thieves' Tools +1d10, recharge Blessing of the Ancients +1d10
Disable 12: 1d10 + 1 + 0 + 3 + 1d10 + 1d10 ⇒ (1) + 1 + 0 + 3 + (3) + (7) = 15 - Success. Banished
Found Weapons: 1d4 ⇒ 2
W1: Seaborne Trident +1, Weapon 3
W2: Icy Boarding Pike +1, Weapon B

Discard Blessing of Bastet, Examine and may explore = 3: Musket +2, Weapon 3, Dexterity 11
Auto failed

End of Turn
EOT >1 Explore, recharge: 1d4 ⇒ 2 (Thieves' Tools, ac Icy Boarding Pike +1)

Recovery
Reset
Draw up Marianix Karn, Blessing of the Spy

Summary
Location = #3: Mangrove Swamp

Acquired = 1: Besmaran Vestments
Banished = 2: Large Chest, 3: Musket +2
Examined =

From Box = W1: Seaborne Trident +1, W2: Icy Boarding Pike +1
Displayed =

Give =
Used =

Other =

Nok-Nok wrote:

Hand: Brine's Sting, ac Seaborne Trident +1, ac Besmaran Vestments, Marianix Karn, Blessing of Asmodeus, Blessing of the Spy,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Current Location: Tower
Hero Points: 1
NOTES:
Available Support: Distant:
Local:
Other: BoAsmodeous: NOT AVAILABLE. Saving for Villain

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Buccaneer's Breastplate, Menacing Backsword +1, Xoff, Blessing of Abadar, Captain's Cutlass, Sorrowsoul, Harrow Deck, Shadowless Sword, Blessing of Maat, Compass, Rotgut
Recharged: Blessing of the Ancients, Thieves' Tools, ac Icy Boarding Pike +1,
Discard Pile: Dandy Brute, Blessing of Bastet,
Buried Pile:

Skills and Powers:
SKILLS
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

Dark Archive

Deck Handler

Varian will start at the Mangrove Swamp with everyone else, but will likely move to the Hatchery.

Varian wrote:

Hand: Arnisant, Mind Thrust, Disrupting Rapier +1, Aqueous Orb, Fly, Vampire Bat,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: T-shirt reroll: Not used; Mat power: Not used; Hero Points: 1
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1
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.


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

Turn Order: Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover
Out of Turn Updates: None
Turn: Turn 2 - 1 / Blessing of the Gods

At: #3: Mangrove Swamp
SOT: None
Give: No
Move: Attempt to move to #2: Jungle

Recharge Gem of Mental Acuity to use Wisdom. Discard Blessing of the Spellbound to bless.

Move Check Wisdom 8: 2d10 + 2 ⇒ (4, 3) + 2 = 9 - Success

No attack cards in hand. Augury for Items, to at least try to put something on top I can explore for.

Examine: 1/Helpful Haversack, Item 1
Examine: 2/Sapphire of Intelligence, Item B
Examine: 3/Sea Hag, Monster B

Shuffle location and put items back with Haversack on top.

Explore: 1/Helpful Haversack, Item 1, Dex/Int 6

Helpful Haversack:

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.

Intelligence 6: 1d10 + 1 ⇒ (5) + 1 = 6 - Success

Discard Surgeon to explore.

Explore: 2/Sapphire of Intelligence, Item B, Int 7

Sapphire of Intelligence:

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

Intelligence 7: 1d10 + 1 ⇒ (5) + 1 = 6 - Failed

End turn and recover.

Augury: Divine 8: 1d10 + 5 ⇒ (10) + 5 = 15 -> Augury recharged.

Discard None
Draw Blessing of Pharasma, Blessing of Thoth, Life Drain

Summary
Location = #2: Jungle
Acquired = 1/Helpful Haversack
Banished = 2/Sapphire of Intelligence
Examined =
From Box =
Displayed =

Give =
Used =
Other =

Zarlova wrote:

Hand: Helpful Haversack, Blessing of the Spellbound 2, Blessing of Pharasma, Blessing of the Spellbound 3, Blessing of Thoth, Life Drain,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: #2: Jungle
Hero Points: 1
NOTES:
Available Support: Blessings available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Nethys, Riftwarden, Shroud Cloak, Ghost Whip, Volcanic Storm, Ring of the Iron Skull, Holy Javelin, Fire Snake, Major Cure, Pyrotechnic Blast
Recharged: Gem of Mental Acuity, Augury,
Discard Pile: Blessing of the Spellbound, Surgeon,
Buried Pile:

Skills and Powers:
SKILLS
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.


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

EOT correction: Per scenario, after multiple explores, recharge: 1d4 ⇒ 3 random cards. That's my whole hand before draws. Additional draws: Major Cure, Blessing of Nethys, Ring of the Iron Skull.

Other = Forgot to call out that #2: Jungle is shuffled, random(2-10)

Zarlova wrote:

Hand: Blessing of Pharasma, Blessing of Thoth, Life Drain, Major Cure, Blessing of Nethys, Ring of the Iron Skull,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: #2: Jungle
Hero Points: 1
NOTES:
Available Support: Blessings available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shroud Cloak, Volcanic Storm, Ghost Whip, Fire Snake, Pyrotechnic Blast, Holy Javelin, Riftwarden
Recharged: Gem of Mental Acuity, Augury, Helpful Haversack, Blessing of the Spellbound 2, Blessing of the Spellbound 3,
Discard Pile: Blessing of the Spellbound, Surgeon,
Buried Pile:

Skills and Powers:
SKILLS
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.


During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

REWARD RULES:

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 Mangrove Swamp.

When you move, succeed at a Perception or Survival 8 check or move to a random open location.

At the end of your turn, if you explored more than once, recharge 1d4 random cards.

When you defeat and corner a villain, display it. To win, display both villains.

Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

Villain:

Selissa
Spoiler:

SS Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage. Before you act, Selissa deals 1d4-1 Poison damage to you. If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Fungal Savage
Spoiler:

Villain
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Henchman:

Shimerae
Spoiler:

SS Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage. During this encounter, other characters at your location may not play cards or use powers. If defeated, you may immediately attempt to close the location this henchman came from.

Big Ol' Owly Thing
Spoiler:

None Henchman 3
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Jinkin
Spoiler:

None Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Cockroach Swarm
Spoiler:

None Henchman 3
Type: Monster
Traits: Vermin Swarm
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Scenario Level (#): 3

Turn: 3, Varian/dinketry

Random Cards:

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

Spoiler:
Canopy Creeper
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.

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

Spoiler:
Sea Scourge
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

Spoiler:
Nirento
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

Barriers
Spoiler:
Sandbar
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.

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

Spoiler:
Jagged Shoals
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.

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

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

Weapons
Spoiler:
Zul
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.

Spoiler:
Falcata +1
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.

Spoiler:
Trident +2
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.

Spoiler:
Dagger Pistol +1
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
Spoiler:
Freezing Sphere
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.

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

Spoiler:
Wall of Fire
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.

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

Spoiler:
Skeleton Crew
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.

Armors
Spoiler:
Besmaran Vestments
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.

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

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

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

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

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

Spoiler:
Corlan
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.

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

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

Spoiler:
Royster McCleagh
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.

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

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

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

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Zarlova/Mhuirich
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Varian/dinketry
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Poog/wkover
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 NokNok/MatsuKurisu
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Zarlova/Mhuirich
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Poog/wkover
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 NokNok/MatsuKurisu
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Varian/dinketry
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Poog/wkover
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Poog/wkover
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Zarlova/Mhuirich
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Varian/dinketry
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 NokNok/MatsuKurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24 Blessings Deck Card 24 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26 Blessings Deck Card 26 NokNok/MatsuKurisu
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: Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Hatchery Card 1:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Hatchery Card 2:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Hatchery Card 3:
Big Ol' Owly Thing
None
Henchman 3
Type: Monster
Traits:
Animal
To Defeat:
Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Hatchery Card 4:
Keen Falcata +1
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.
Hatchery Card 5:
Potion of the Ocean
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.
Hatchery Card 6:
Darkforest Anemone
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.
Hatchery Card 7:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Hatchery Card 8:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Hatchery Card 9:
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.
Hatchery Card 10:
Shark Skin Armor
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.

Location #2: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival 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 one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, Sea Hag
Jungle Card 1:
Old Salt
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Jungle Card 2:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Jungle Card 3:
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.
Jungle Card 4:
Giant Cockroach Swarm
None
Henchman 3
Type: Monster
Traits:
Vermin
Swarm
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
Jungle Card 5:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Jungle Card 6:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Jungle Card 7:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Jungle Card 8:
Dindreann
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.

Location #3: Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, Varian/dinketry, Poog/wkover, Raft Anchored
Mangrove Swamp Card 1:
Musket +2
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.
Mangrove Swamp Card 2:
Humanbane Crossbow +2
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.
Mangrove Swamp Card 3:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Mangrove Swamp Card 4:
Coral Capuchin
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.
Mangrove Swamp Card 5:
Will-o'-Wisp
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_
Mangrove Swamp Card 6:
Fungual Savage
None
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
CONSTITUTION FORTITUDE WISDOM 7
THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.
Mangrove Swamp Card 7:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Mangrove Swamp Card 8:
Emerald of Dexterity
SS
Item B
Traits:
Object
Magic To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.

Location #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Tengu Rookery Card 1:
Keen Falcata +1
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.
Tengu Rookery Card 2:
Sea Drake
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Tengu Rookery Card 3:
Cut-Throat Grok
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.
Tengu Rookery Card 4:
Becalmed
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.
Tengu Rookery Card 5:
Animalbane Dagger +1
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.
Tengu Rookery Card 6:
Jinkin
None
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.
Tengu Rookery Card 7:
Astrolabe
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.
Tengu Rookery Card 8:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Tengu Rookery Card 9:
Great White Shark
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.
Tengu Rookery Card 10:
Tot Flask
SS
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Location #5: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Riptide Cove Card 1:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Riptide Cove Card 2:
Ambrose "Fishguts" Kroop
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.
Riptide Cove Card 3:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Riptide Cove Card 4:
Giant Jellyfish
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.
Riptide Cove Card 5:
Rosie Cusswell
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.
Riptide Cove Card 6:
Selissa
SS
Villain 3
Type: Monster
Traits:
Aberration
Naga
Aquatic
To Defeat:
Wisdom
Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei
Riptide Cove Card 7:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Riptide Cove Card 8:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Riptide Cove Card 9:
Manticore
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.
Riptide Cove Card 10:
Shark Skin Armor
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.

Location #6: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Sea Caves Card 1:
Besmaran Priest
SS
Ally B
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Sea Caves Card 2:
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.
Sea Caves Card 3:
Freezing Sphere
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.
Sea Caves Card 4:
Shimerae
SS
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Caves Card 5:
Will-o'-Wisp
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_
Sea Caves Card 6:
Benevolent Buckler
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.
Sea Caves Card 7:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Sea Caves Card 8:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Sea Caves Card 9:
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.
Sea Caves Card 10:
Navigator Musket +1
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.

Location #7: 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: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Falcata +1
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.

Dark Archive

Deck Handler

The hour is Basic.

Varian feels tired, so very tired. His eyes, so heavy with sleep, close as the wizard's head slumps forward, his mind filled with dreams of flight, his body weightless over the hideous mangrove tree filled with dead rodent creatures.

Use Fly to examine the top 2 cards of this location (Musket +2 (Weapon 3)) and the Jungle (Old Salt (Ally B)). Stay at this location. If Nok-Nok or Poog wishes to move, then they may do so.

Varian's eyes snap open, his acute senses detecting a powerful magical enchantment emanating from near the base of the tree. Yes, a firearm - a fabled Alkenstar weapon - lying discarded at the roots of the diseased tree. With all of the effort that his fatigued body can manage, Varian reaches out.

I would ask for one of Zarlova's blessings, please - her choice.

Dexterity (11) Check: 2d8 + 1 ⇒ (5, 2) + 1 = 8 Spending that Hero Point for a reroll.
Reroll: 2d8 + 1 ⇒ (8, 3) + 1 = 12 SUCCESS!

Varian fumbles, his fingers at the edge of the barrel of the musket, and for a second he sees the prized weapon dislodged and slipping into the water. With a second try that comes from somewhere the Chelish count did not know he had, Varian leaps forward and saves the enchanted firearm from Besmara's clutches.

Recharge Vampire Bat to examine top card of location: Humanbane Crossbow.

Varian breathes easily, clutching the prized weapon. He looks up and sees a similarly-enchanted crossbow hanging precariously from one of the giant mangrove tree's branches.

"Nok-Nok! Poog! Look!" Varian implores his goblin colleagues.

End turn. Only explored once. Fly gets discarded. Reset hand.

Varian wrote:

Hand: Arnisant, Mind Thrust, Disrupting Rapier +1, Aqueous Orb, Musket +2, Farglass,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: I will use my Farglass on your turn to examine and reorder the top 2 cards of our location if you wish.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1
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.


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

Flip BoG. Stay @ Mangrove Swamp, explore card #2. Auto-fail, so Humanbane Crossbow is banished. Discard B of Kelizandri to explore again, encounter Lookout Duty. Using Zarlova's B of Thoth.

Wis 9 (6+3) to defeat barrier w/ Zarlova's Thoth: 1d10 + 3 + 2d10 ⇒ (7) + 3 + (10, 5) = 25 - defeated

Zarlova discards blessing, then heals 2 cards; I also heal a card (B of Kelizandri). Per barrier effect, examine next card: Coral Capuchin.

EOT card recharge?: 1d4 ⇒ 4 - recharge entire hand

Poog wrote:

Hand: Hatchet, B of Kelizandri, B of Gozreh, Wall of Fire, Immolate, Dogfinder,

Displayed: Leather Armor,
Deck: 12 Discard: 0 Buried: 0
Notes: Immolate adds 2d4 vs. local lock, obstacle, or skirmish barrier.

Skills and Powers:
SKILLS

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

Top card of swamp is known: Capuchin ally. Support used: Zarlova's Thoth (Varian also used blessing on his turn).


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

Need to modify turn, since update was off by a card (per hangouts discussion). I should have encountered Lookout instead of Crossbow, then I would have also encountered next card. Next card is Coral Capuchin.

Surv 6: 1d10 + 4 ⇒ (4) + 4 = 8 - Capuchin acquired

Reset hand looks a bit different, since Capuchin would have been recharged at EOT and I would have kept the Cauterize 2.

Poog wrote:

Hand: Hatchet, B of Kelizandri, B of Gozreh, Wall of Fire, Immolate, Cauterize 2,

Displayed: Leather Armor,
Deck: 13 Discard: 0 Buried: 0
Notes: Immolate adds 2d4 vs. local lock, obstacle, or skirmish barrier.

Skills and Powers:
SKILLS

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

Dark Archive

Deck handler link

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

Hour = 2 / Blessing of the Gods

Start of Turn
At: #3: Mangrove Swamp
Give: Seaborne Trident +1 to Poog
Move: No

Varian discard Farglass, Examine 2 and Rearrange
6: Fungual Savage, Villain 3
5: Will-o'-Wisp, Monster 3

Free explore = No

Discard Blessing of the Spy, explore +1d = 6: Fungual Savage, Villain 3

Spoiler:
Type: Monster
Traits:
Plant
Poison
To Defeat:
CONSTITUTION FORTITUDE WISDOM 7
THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. - Poog & Varian might want to intentionally fail as it will move you to other locations. Zarlova - might want to succeed to stay where you are. Will be after the Guard check


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

OOT - will try to pass Wis check.

Wis 7 w/ revealed trident: 1d10 + 3 + 1d4 ⇒ (7) + 3 + (2) = 12 - passed, so stay @ Swamp

@ Nok-Nok: I can take first check vs. villain, if you want. Wis 7 check, so rolling same as above. Feel free to bot my roll.

Dark Archive

Deck handler link

Nok-Nok/Matsu Kurisu - Continued,

Villain fight:

Discard Blessing of the Spy, explore +1d = 6: Fungual Savage, Villain 3: FORTITUDE 7 THEN Combat 17
FORTITUDE 1d10+1+2, Blessing of the Spy +1d10
FORTITUDE 7: 1d10 + 1 + 2 + 1d10 ⇒ (2) + 1 + 2 + (9) = 14 - success

Reveal Brine's Sting +1d8+2+2d4+2, (#Barriers+1) +3, Finesse +1d4, Blessing of the Spy +1d10
Combat 17: 1d8 + 2 + 2d4 + 2 + 3 + 1d4 + 1d10 ⇒ (2) + 2 + (1, 1) + 2 + 3 + (4) + (10) = 25 - Success. Villain flees

Poog & Varian (if he stays at #3: Mangrove Swamp) recharges a random card, then is dealt 1 Poison damage.

Random card recharged: 1d4 ⇒ 4 - Blessing of Asmodeus
Take 1 poison damage. Nok-Nok Damage Recharge (Marianix Karn)

End of Turn
Recovery
Reset
Draw up Buccaneer's Breastplate, Rotgut, Xoff, Blessing of Abadar

Summary
Location = #3: Mangrove Swamp - Closed

Acquired =
Banished =
Examined =

From Box =
Displayed =

Give = Seaborne Trident +1 to Poog
Used =

Other =
6: Fungual Savage, Villain 3 Flees
Poog & Varian (if he stays at #3: Mangrove Swamp) recharges a random card, then is dealt 1 Poison damage.

Nok-Nok wrote:

Hand: Brine's Sting, ac Besmaran Vestments, Buccaneer's Breastplate, Rotgut, Xoff, Blessing of Abadar,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Tower
Hero Points: 1
NOTES:
Available Support: Distant: BoAbadar: +2d vs Barrier, +1d vs any. Available
Buccaneer's Breastplate: Reveal -1 Structural Damage. Available
Local:
Other: Other:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shadowless Sword, Sorrowsoul, Compass, Menacing Backsword +1, Blessing of Maat, Captain's Cutlass, Harrow Deck
Recharged: Blessing of the Ancients, Thieves' Tools, ac Icy Boarding Pike +1, Blessing of Asmodeus, Marianix Karn,
Discard Pile: Dandy Brute, Blessing of Bastet, Blessing of the Spy,
Buried Pile:

Skills and Powers:
SKILLS
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


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

OOT - Accept trident from fellow goblin. Villain AYA: Card recharged?: 1d7 ⇒ 4 - Wall of Fire. Hatchet discarded for Poison damage.

Poog wrote:

Hand: B of Kelizandri, B of Gozreh, Immolate, Cauterize 2, Seaborne Trident +1,

Displayed: Leather Armor,
Deck: 14 Discard: 1 Buried: 0
Notes: Immolate adds 2d4 vs. local lock, obstacle, or skirmish barrier.

Skills and Powers:
SKILLS

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

Zarlova guards before Fungal Savage (villain) fight, then does BYA move check from villain. Varian also does BYA move check for villain. After all that, villain escapes.


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

Out of Turn:

Discard BoPharasma for Varian.
Discard BoThoth for Poog. Zarlova is healed for 2: (Surgeon, Blessing of Thoth). Deck shuffled.
Attempt to guard #2: Jungle.
Wisdom 8: 1d10 + 2 ⇒ (1) + 2 = 3 - Failed
BYA check to not move. Bless with Nethys
Wisdom 7: 2d10 + 2 ⇒ (3, 5) + 2 = 10 - Succees
Zarlova remains at the Jungle.


Varian must do the Villain's BYA check and possibly AYA damage

During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

REWARD RULES:

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 Mangrove Swamp.

When you move, succeed at a Perception or Survival 8 check or move to a random open location.

At the end of your turn, if you explored more than once, recharge 1d4 random cards.

When you defeat and corner a villain, display it. To win, display both villains.

Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

Villain:

Selissa
Spoiler:

SS Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage. Before you act, Selissa deals 1d4-1 Poison damage to you. If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Fungal Savage
Spoiler:

Villain
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Henchman:

Shimerae
Spoiler:

SS Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage. During this encounter, other characters at your location may not play cards or use powers. If defeated, you may immediately attempt to close the location this henchman came from.

Big Ol' Owly Thing
Spoiler:

None Henchman 3
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Jinkin
Spoiler:

None Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Cockroach Swarm
Spoiler:

None Henchman 3
Type: Monster
Traits: Vermin Swarm
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Scenario Level (#): 3

Turn: 6, Zarlova/Mhuirich

Random Cards:

Monsters
Spoiler:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

Spoiler:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

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

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

Spoiler:
Giant Rock Crab
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.

Barriers
Spoiler:
Wyvern Blade Trap
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.

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

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

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

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

Weapons
Spoiler:
Zul
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.

Spoiler:
Falcata +1
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.

Spoiler:
Musket +2
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.

Spoiler:
Trident +2
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.

Spoiler:
Dagger Pistol +1
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
Spoiler:
Find Traps
SS
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Geyser
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.

Spoiler:
Geyser
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.

Spoiler:
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
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.

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

Armors
Spoiler:
Besmaran Vestments
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.

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

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

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

Spoiler:
Potion of Heroism
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.

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

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

Spoiler:
Conchobhar Turlach Shortstone
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.

Spoiler:
Corlan
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.

Spoiler:
Coral Capuchin
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.

Spoiler:
Sandara Quinn
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.

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Varian/dinketry
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Poog/wkover
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 NokNok/MatsuKurisu
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Zarlova/Mhuirich
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Poog/wkover
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 NokNok/MatsuKurisu
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Varian/dinketry
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Poog/wkover
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Poog/wkover
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Zarlova/Mhuirich
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Varian/dinketry
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 NokNok/MatsuKurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 NokNok/MatsuKurisu
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: Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Hatchery Card 1:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Hatchery Card 2:
Big Ol' Owly Thing
None
Henchman 3
Type: Monster
Traits:
Animal
To Defeat:
Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Hatchery Card 3:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Hatchery Card 4:
Shark Skin Armor
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.
Hatchery Card 5:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Hatchery Card 6:
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.
Hatchery Card 7:
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hatchery Card 8:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Hatchery Card 9:
Keen Falcata +1
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.
Hatchery Card 10:
Darkforest Anemone
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.
Hatchery Card 11:
Potion of the Ocean
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.

Location #2: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival 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 one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Zarlova/Mhuirich, Sea Hag, Old Salt
Jungle Card 1:
Dindreann
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.
Jungle Card 2:
Giant Cockroach Swarm
None
Henchman 3
Type: Monster
Traits:
Vermin
Swarm
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.
Jungle Card 3:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Jungle Card 4:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Jungle Card 5:
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.
Jungle Card 6:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Jungle Card 7:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Jungle Card 8:
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.
Jungle Card 9:
Old Salt
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.

Location #3: Mangrove Swamp
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, Varian/dinketry, Poog/wkover, Raft Anchored

Location #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Tengu Rookery Card 1:
Tot Flask
SS
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Tengu Rookery Card 2:
Cut-Throat Grok
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.
Tengu Rookery Card 3:
Astrolabe
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.
Tengu Rookery Card 4:
Great White Shark
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.
Tengu Rookery Card 5:
Animalbane Dagger +1
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.
Tengu Rookery Card 6:
Becalmed
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.
Tengu Rookery Card 7:
Jinkin
None
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.
Tengu Rookery Card 8:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Tengu Rookery Card 9:
Keen Falcata +1
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.
Tengu Rookery Card 10:
Sea Drake
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Tengu Rookery Card 11:
Fungual Savage
None
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
CONSTITUTION FORTITUDE WISDOM 7
THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Location #5: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Riptide Cove Card 1:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Riptide Cove Card 2:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Riptide Cove Card 3:
Rosie Cusswell
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.
Riptide Cove Card 4:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Riptide Cove Card 5:
Ambrose "Fishguts" Kroop
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.
Riptide Cove Card 6:
Shark Skin Armor
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.
Riptide Cove Card 7:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Riptide Cove Card 8:
Selissa
SS
Villain 3
Type: Monster
Traits:
Aberration
Naga
Aquatic
To Defeat:
Wisdom
Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei
Riptide Cove Card 9:
Giant Jellyfish
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.
Riptide Cove Card 10:
Manticore
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.
Riptide Cove Card 11:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

Location #6: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None
Sea Caves Card 1:
Freezing Sphere
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.
Sea Caves Card 2:
Shimerae
SS
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Caves Card 3:
Benevolent Buckler
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.
Sea Caves Card 4:
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.
Sea Caves Card 5:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sea Caves Card 6:
Navigator Musket +1
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.
Sea Caves Card 7:
Besmaran Priest
SS
Ally B
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Sea Caves Card 8:
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.
Sea Caves Card 9:
Will-o'-Wisp
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_
Sea Caves Card 10:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Sea Caves Card 11:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Location #7: 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: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Falcata +1
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.


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

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Out of Turn Updates: None
Blessing = Turn 6 - 0 / Blessing of Hshurha

Start of Turn

At: #2: Jungle
Give: No
Move: No

Explore: 1/Dindreann, Ally 3, Cha/Dip 11

Dindreann:

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.

Auto fail. Tapped out from everyone else's turn, so end and reset.

Discard None
Draw Holy Javelin, Augury, Helpful Haversack

Summary
Location = #2: Jungle

Acquired =
Banished = 1/Dindreann
Examined =
From Box =
Displayed =

Give =
Used =
Other =

Zarlova wrote:

Hand: Life Drain, Major Cure, Ring of the Iron Skull, Holy Javelin, Augury, Helpful Haversack,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Current Location: #2: Jungle
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shroud Cloak, Volcanic Storm, Blessing of Thoth, Gem of Mental Acuity, Blessing of the Spellbound 2, Fire Snake, Ghost Whip, Riftwarden, Surgeon, Pyrotechnic Blast, Blessing of the Spellbound 3
Recharged:
Discard Pile: Blessing of the Spellbound, Blessing of Pharasma, Blessing of Nethys,
Buried Pile:

Skills and Powers:
SKILLS
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.

Dark Archive

Deck Handler

Out of turn #1: discard Farglass for Nok-Nok.
Out of turn #2: BYA Constitution (7) Check on the Villain fight!
Constitution (7) Check: 1d4 ⇒ 3 Auto-FAIL! Looks like I’m travelling.
Where to?: 1d6 ⇒ 1 Hatchery. Not bad.

The hour is Cayden Cailean.

Varian hands the sneaky goblin his trusty spyglass at the request. The goblin cackles in response as he peers through it, obviously spotting something of interest within the folds of the mangrove tree. That thing of interest bellows a roar of a challenge at Nok-Nok’s introduction, triggering a terror in Varian he has rarely experienced. The half-elf wizard fled from the horrible tree as fast as the shallow waters and slippery roots would let him until the screams in his mind faded, and then he looked around.

Webbed bubbles of incubating tadpoles crisscrossed this more stagnant waterway, bringing an odour of proteinaceous growth and new life to the air around him. Varian wrinkled his nose a bit, then raised his eyebrows in consideration at the thought of caviar.

Explore and encounter Mercenary.

A merfolk armed to the teeth steps out from a mossy bank, obviously the guardian of this nursery. He appears to signal that visiting hours are over, forever, as he aims his spear at Varian. Varian smiles and aims his mind at the merfolk.

Mind Thrust in Recovery for this check.

Combat (10+3) Check: 1d12 + 2 + 3 + 1d6 + 3 ⇒ (7) + 2 + 3 + (4) + 3 = 19 SUCCESS!

The merfolk’s head pops like a pumpkin rotting in the sun, but quicker and more violently.

Recharge Arnisant to explore again with a combat boost. Encounter Big ‘Ol Owly Thing.

From under the surface of the water, a ferocious roar begins to froth the surface of the water where the merfolk fell.

”This does not look positive,” Varian says to no one, looking around swiftly.

BYA Perception (6) Check: 1d6 + 2 ⇒ (3) + 2 = 5 Tshirt reroll
Reroll: 1d6 + 2 ⇒ (4) + 2 = 6 SUCCESS! No BYA damage.

Varian whips around just in time to see the monstrous mongrel love-child of a duck-billed platypus and an owlbear emerge from the water, intent upon something other than a collegial game of cards! The wizard unconsciously draws his trusty rapier.

Discard Disrupting Rapier +1 here. Arnisant explore gives me a bonus as well. Nok-Nok, can I get your Blessing of Abadar please?

Combat (15) Check: 2d8 + 1 + 3 + 2d4 + 1 + 1d4 + 1d4 ⇒ (6, 5) + 1 + 3 + (3, 2) + 1 + (1) + (1) = 23 SUCCESS!

”Damn it, Asmodeus!” Varian dares to slander the god of the Chelish ruling elite as the yuck-filled platypus “thing” dies on top of Varian’s well-placed rapier thrust, but pitches headlong into the water, carrying the blade with it into the briny ink.

Closure attempt: summon and defeat a random monster. That would be a Werecrocodile. Of course it would be.

Werecrocodile:

SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

Just as he blasphemes the Prince of Darkness’ name, the waters split once more as a crocodile snout on two powerful legs sprouting from a muscular trunk snaps up out of the hatchery, a further foe intent on spilling Varian’s blood.

”You can take the devil-lover out of Westcrown, but you can’t take the Wiscrani out of Devil’s Love, can you?” Varian says in disbelief. ”I’m not talking to you,” he says with disdain to the aquatic lycanthrope. With dread, Varian realises his only chance at killing this thing lies with the completely unproven magical ability still in the recently-unearthed Alkenstar rifle.

Not a Basic hour, so that is good. Poog, may I use your Blessing of Kelizandri here for 2 dice? Burying the Musket +2

Combat (18) Check: 3d8 + 1 + 1d10 + 2 + 1d10 ⇒ (1, 3, 3) + 1 + (8) + 2 + (2) = 20 Wow. SUCCESS! Location closed!

BOOOOOOOMMMM!

The echo reverberates off the water. The lycanthrope crocodile falls, half of its toothy elongated jaw missing from the blast of magical molten lead. Sadly, something sunders within the rifle, leaving Varian staring slack-jawed (and with ringing ears) at two separate pieces of the once-whole Alkenstar weapon.

Strangely enough, none of those hideous monsters had the Goblin or Aberration traits, so no new random monsters anywhere. Because this location is closed, however, any future Goblin or Aberration encounter is DC +2. Also, I’m not even going to roll for the recharge EOT thing because I explored more than once and I only have one card left in my hand. I recharge it and draw a whole new hand. Spells get discarded. END TURN.

Varian Hand wrote:
Blessing of Qi Zhong, Eando Kline, Augury, Swipe, Totem Necklace, Helm of Telepathy. Swipe (-3 DC to any combat check) and Augury (local) available. Blessing by negotiation, though use it for villain stuff.


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

Out of turn - Kelizandri discarded for Varian.

Flip B of Abadar. Surv 8 Move to Jungle w/ trident?: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (2) = 16 - safely arrive @ Jungle. Explore, encounter Cockroach Swarm. Zarlova must encounter Cockroach Swarm.

Am using Cauterize, so taking 1 fire damage: discard Immolate.

Combat 8/16 vs. swarm w/ Cauterize: 1d10 + 2d8 + 5 + 1d6 ⇒ (4) + (4, 5) + 5 + (6) = 24 - swarm defeated

Div 11 to recharge Cauterize w/ revealed trident: 1d10 + 5 + 1d6 + 1d4 ⇒ (4) + 5 + (5) + (2) = 16 - recharged

Poog wrote:

Hand: B of Gobs, Reformarium Servant, B of Gozreh, B of Milani, Seaborne Trident +1, Flork Fumblepot,

Displayed: Leather Armor,
Deck: 11 Discard: 3 Buried: 0
Notes: Flork adds 1d4+4 to local check, then I take fire damage.

Skills and Powers:
SKILLS

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

Dark Archive

Deck handler link

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

Discard Blessing of Abadar for Varian

Hour = 3 / Blessing of Milani

Start of Turn
At: #3: Mangrove Swamp
Give: No
Move: Random Open #2, #4, #5, #6: 1d4 ⇒ 4 - #6: Sea Caves

Free explore = 1: Freezing Sphere, Spell 3: Intelligence 11
Nope, don't even think about it :-(
Failed. Banished

Discard Xoff, examine 3 & rearrange (monsters on bottom), then explore
4: Blessing of Abadar, Blessing B
3: Benevolent Buckler, Armor 1
2: Shimerae, Henchman 3, Monster -Darn it!

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

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

Disable 6: 1d10 + 1 + 0 ⇒ (6) + 1 + 0 = 7 - success

Discard Rotgut explore = 3: Benevolent Buckler, Armor 1: Fortitude 5

Spoiler:
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.

Fortitude 5: 1d10 + 1 + 2 ⇒ (4) + 1 + 2 = 7- success

Discard ac Blessing of Abadar explore = 2: Shimerae, Henchman 3, Aberration: Combat 17 (15+2)

Spoiler:
Type: Monster
Traits:
Aberration
To Defeat:
Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Brine's Sting +1d8+2+2d4+2, (#Barriers+1) +2, Finesse +1d4,
Combat 17: 1d8 + 2 + 2d4 + 2 + 2 + 1d4 ⇒ (8) + 2 + (3, 4) + 2 + 2 + (2) = 23 - Success.

#6: Sea Caves.Attempt to Close = Defeat Aquatic Monster
M2: Marine nope
M3: Sea Hag, Monster B, Aquatic: Combat 11

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

Reveal Brine's Sting +1d8+2+2d4+2, (#Barriers+1) +2, Finesse +1d4,
Combat 11: 1d8 + 2 + 2d4 + 2 + 2 + 1d4 ⇒ (1) + 2 + (2, 2) + 2 + 2 + (3) = 14 - Success. #6: Sea Caves.Closed

End of Turn
EOT Recharge: 1d4 ⇒ 1 (ac Besmaran Vestments)
Recovery
Reset
Draw up Shadowless Sword, Compass, Sorrowsoul

Summary
Location = #6: Sea Caves.Closed

Acquired = 4: Blessing of Abadar, 3: Benevolent Buckler
Banished = 1: Freezing Sphere
Examined = 2: Shimerae

From Box = M2: Marine, M3: Sea Hag
Displayed =

Give =
Used =

Other =

Nok-Nok wrote:

Hand: Brine's Sting, Shadowless Sword, Buccaneer's Breastplate, ac Benevolent Buckler, Compass, Sorrowsoul,

Displayed:
Deck: 10 Discard: 7 Buried: 0
Current Location: Tower
Hero Points: 1
NOTES:
Available Support: Distant: Buccaneer's Breastplate: Reveal -1 Structural Damage. Available
Local:
Other: Other:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Maat, Menacing Backsword +1, Captain's Cutlass, Harrow Deck
Recharged: Blessing of the Ancients, Thieves' Tools, ac Icy Boarding Pike +1, Blessing of Asmodeus, Marianix Karn, ac Besmaran Vestments,
Discard Pile: Dandy Brute, Blessing of Bastet, Blessing of the Spy, Blessing of Abadar, Xoff, Rotgut, ac Blessing of Abadar,
Buried Pile:

Skills and Powers:
SKILLS
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


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

OK, so I royally screwed up. The Cockroach Swarm at the Jungle was the closing henchman, which I somehow missed.

The problem is that retroactively closing the Jungle shuffles a barrier into each location, which invalidates Nok-Nok's sweet turn.

I could always say that I chose not to close the Jungle, then burn through my blessings/allies on future turns to get through the location as quickly as possible. @Nathan - What would you like me/us to do to fix the issue?


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

Fixing my turn per Hangouts discussion. My retroactive close check for Jungle:

Surv 8 w/ trident: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17 - closed

Jungle closed, Tengu Rookery and Riptide Cove get a barrier randomly shuffled in. Zarlova is up after update, needs to fight a Cockroach Swarm on Poog's turn.


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

Out of Turn Updates:

On Poog's turn, encounter Giant Cockroach Swarm.

Giant Cockroach Swarm:

None
Henchman 3
Type: Monster
Traits:
Vermin
Swarm
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Cast Life Drain (d10 + 5 + 2d4); auto-success. Heal Blessing of Nethys.

Life Drain: Divine 11: 1d10 + 5 ⇒ (5) + 5 = 10 -> Life Drain discarded.


During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

REWARD RULES:

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: Closed Hatchery: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Your ship is anchored at the Mangrove Swamp.

When you move, succeed at a Perception or Survival 8 check or move to a random open location.

At the end of your turn, if you explored more than once, recharge 1d4 random cards.

When you defeat and corner a villain, display it. To win, display both villains.

Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

Villain:

Selissa
Spoiler:

SS Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage. Before you act, Selissa deals 1d4-1 Poison damage to you. If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Fungal Savage
Spoiler:

Villain
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Henchman:

Shimerae
Spoiler:

SS Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage. During this encounter, other characters at your location may not play cards or use powers. If defeated, you may immediately attempt to close the location this henchman came from.

Big Ol' Owly Thing
Spoiler:

None Henchman 3
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Jinkin
Spoiler:

None Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Cockroach Swarm
Spoiler:

None Henchman 3
Type: Monster
Traits: Vermin Swarm
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Scenario Level (#): 3

Turn: 10, Zarlova/Mhuirich

Random Cards:

Monsters
Spoiler:
Giant Rock Crab
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.

Spoiler:
Canopy Creeper
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.

Spoiler:
Jellyfish Swarm
SS
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

Spoiler:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

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

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

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

Spoiler:
Jagged Shoals
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.

Spoiler:
Becalmed
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.

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

Weapons
Spoiler:
Musket +2
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.

Spoiler:
Keen Falcata +1
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.

Spoiler:
Trident +2
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.

Spoiler:
Dagger Pistol +1
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.

Spoiler:
Falcata +1
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
Spoiler:
Dimension Leap
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.

Spoiler:
Animated Weapon
SS
Spell 2
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
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.

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

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

Spoiler:
Animate Water
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
Spoiler:
Besmaran Vestments
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.

Spoiler:
Benevolent Buckler
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.

Spoiler:
Shark Skin Armor
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
Spoiler:
Crown of Swords
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.

Spoiler:
Wand of Flame
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.

Spoiler:
Periscope
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.

Spoiler:
Powder Keg
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.

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

Spoiler:
Merrill Pegsworthy
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.

Spoiler:
Slip
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.

Spoiler:
Giffer Tibbs
SS
Ally B
Traits:
Gnome
Pirate To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Haneilius Fitch
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.

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

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

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

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

Blessing of Kelizandri:
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.

Blessings Remaining: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Poog/wkover
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 NokNok/MatsuKurisu
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Varian/dinketry
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Poog/wkover
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Poog/wkover
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Zarlova/Mhuirich
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Varian/dinketry
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 NokNok/MatsuKurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 NokNok/MatsuKurisu
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: Hatchery
Closed
At This Location: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Varian/dinketry, None

Location #2: Jungle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zarlova/Mhuirich, Poog/wkover,

Location #3: Mangrove Swamp
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 #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Tengu Rookery Card 1:
Animalbane Dagger +1
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.
Tengu Rookery Card 2:
Great White Shark
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.
Tengu Rookery Card 3:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Tengu Rookery Card 4:
Cut-Throat Grok
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.
Tengu Rookery Card 5:
Becalmed
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.
Tengu Rookery Card 6:
Jinkin
None
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.
Tengu Rookery Card 7:
Tot Flask
SS
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Tengu Rookery Card 8:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Tengu Rookery Card 9:
Fungual Savage
None
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
CONSTITUTION FORTITUDE WISDOM 7
THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.
Tengu Rookery Card 10:
Sea Drake
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Tengu Rookery Card 11:
Astrolabe
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.
Tengu Rookery Card 12:
Keen Falcata +1
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.

Location #5: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Riptide Cove Card 1:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Riptide Cove Card 2:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Riptide Cove Card 3:
Rosie Cusswell
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.
Riptide Cove Card 4:
Manticore
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.
Riptide Cove Card 5:
Sandbar
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.
Riptide Cove Card 6:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Riptide Cove Card 7:
Shark Skin Armor
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.
Riptide Cove Card 8:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Riptide Cove Card 9:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Riptide Cove Card 10:
Giant Jellyfish
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.
Riptide Cove Card 11:
Ambrose "Fishguts" Kroop
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.
Riptide Cove Card 12:
Selissa
SS
Villain 3
Type: Monster
Traits:
Aberration
Naga
Aquatic
To Defeat:
Wisdom
Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Location #6: Sea Caves
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, None

Location #7: 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: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Plunder Pile Card 1:
Falcata +1
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.


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

Turn Order: Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover
Out of Turn Updates: None
Turn: Turn 10 - 0 / Blessing of Kelizandri

At: #2: Jungle
SOT: None
Give: Helpful Haversack to Poog
Move:

Auto-fail check for movement. Move randomly to: 1d2 + 3 ⇒ (1) + 3 = 4: Tengu Rookery

Explore: 1/Animalbane Dagger +1, Weapon 1, Dex/Ran 7

Animalbane Dagger +1:

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.

Auto-fail. Cast Augury for monsters.

Examine: 2/Great White Shark, Monster 3
Examine: 3/Ambush, Barrier B
Examine: 4/Cut-Throat Grok, Ally 1

Shark to bottom of shuffled deck. End turn.

Recover Augury: Divine 8: 1d10 + 5 ⇒ (4) + 5 = 9 -> Augury recharged.

Discard None
Draw Blessing of the Spellbound 2, Blessing of the Spellbound 3, Volcanic Storm

Summary
Location = #4: Tengu Rookery
Acquired =
Banished = 1/Animalbane Dagger +1
Examined = 2/Great White Shark, 3/Ambush, 4/Cut-Throat Grok
From Box =
Displayed =

Give =
Used =
Other = Tengu Rookery is random(3-12), 2.

Zarlova wrote:

Hand: Major Cure, Holy Javelin, Volcanic Storm, Ring of the Iron Skull, Blessing of the Spellbound 2, Blessing of the Spellbound 3,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Current Location: #4: Tengu Rookery
Hero Points: 1
NOTES:
Available Support: Blessings available. Cure available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Nethys, Gem of Mental Acuity, Fire Snake, Riftwarden, Blessing of Thoth, Pyrotechnic Blast, Ghost Whip, Surgeon, Shroud Cloak
Recharged: Augury,
Discard Pile: Blessing of the Spellbound, Blessing of Pharasma, Life Drain,
Buried Pile:

Skills and Powers:
SKILLS
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.

Dark Archive

Deck Handler

On turn: the hour is Basic. Move to Riptide Cove.

Perception (8) Check: 1d6 + 2 ⇒ (3) + 2 = 5 FAIL!

Which random open location?: 1d2 ⇒ 2 Riptide Cove

Varian rouses himself to move to the water’s edge, trying to find something to brighten his dulled senses. The choppy waters spray the wizard, who then looks around dully.

Explore and encounter Blessing of the Gods. Auto-acquire. Place Augury in Recovery and choose Monster. Examine next 3 cards: #1 - Cannonade; #2 - Rosie Cusswell; #3 - Manticore. Place Manticore at the bottom of the deck and shuffle the rest. Discard Eando Kline to explore again.

Random Card (Reroll ‘4’): 1d11 + 1 ⇒ (8) + 1 = 9 Potion of Healing

Varian sees a glass vial bobbing in the rough waters nearby. He lunges for it.

Intelligence (5) Check #1: 1d12 + 2 ⇒ (10) + 2 = 12 SUCCESS, but...
Intelligence (5) Check #2: 1d12 + 2 ⇒ (5) + 2 = 7 SUCCESS!

The wizard immediately downs the potion, knowing innately the healing magicks therein.

Banish Potion of Healing
Healing: 1d4 ⇒ 3
Which 3?: 3d5 ⇒ (5, 4, 3) = 12 Eando Kline, Disrupting Rapier +1, Fly

Feeling refreshed, Varian considers his options.

End turn. Spells go into discard pile. Reset hand.

Varian Hand wrote:
Aqueous Orb, Blessing of Qi Zhong, Swipe, Blessing of the Gods, Helm of Telepathy, Totem Necklace. Please use my blessings - the Basic preferentially first. Also, don’t forget Swipe!


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

OOT - receive Haversack from Zarlova.

Flip B of Gorum. Surv 8 move to Rookery w/ trident?: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 - success

Which Rookery card encountered?: 1d10 + 2 ⇒ (2) + 2 = 4 - CT Grok

Con 5 to acquire: 1d8 ⇒ 6 - acquired

Discard Grok to explore again: Which Rookery card encountered? (not 4): 1d10 + 2 ⇒ (6) + 2 = 8 - Lookout Duty Using Zarlova's B of Spellbound.

Wis 9 (6+3) w/ blessing: 1d10 + 3 + 1d10 ⇒ (9) + 3 + (1) = 13 - defeated

Zar discards Spellbound, heals 2 cards; I heal 1 card (Immolate).

Which Rookery card examined? (not 4,8): 1d10 + 2 ⇒ (10) + 2 = 12 - Keen Falcata +1

EOT - # of cards recharged?: 1d4 ⇒ 4 - recharging all but Trident, B of Milani, Haversack

Poog wrote:

Hand: Cloud Puff, Angelstep, Cauterize, B of Milani, Seaborne Trident +1, Helpful Haversack,

Displayed: Leather Armor,
Deck: 12 Discard: 3 Buried: 0
Notes:

Skills and Powers:
SKILLS

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

Top card of Rookery is Keen Falcata (card 12). Other cards (1,3,5-7,9-11) are shuffled. Bottom card is Shark (card 2). Riptide Cove also shuffled. Zar's Spellbound used.

Dark Archive

Deck handler link

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

Hour = 3 / Blessing of Achaekek

Start of Turn
At: #6: Sea Caves
Give: No
Move: Random Open #4, #5: 1d2 ⇒ 2 - #5: Riptide Cove

Free explore Top Card Random{1-2,4-8,10-12},#3: 1d10 ⇒ 4 = 5: Sandbar, Barrier 3, Aquatic: Strength 11

Spoiler:
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.

BYA Poog & Zarlova moved to #5: Riptide Cove, unless use Cloudpuff to block one person's movement
Strength 1d8+2, (#Barriers+1) +2,
Strength 11: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12 - Success. Was not expecting that! Thought I would have to use Nok-Noks when fail power add a 1d8 & take damage :-)

Discard Compass explore Top Card Random{1-2,4, 6-8,10-12},#3: 1d9 ⇒ 8 = 11: Ambrose "Fishguts" Kroop, Ally 1: Charisma 6

Spoiler:
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.

Charisma 6: 1d8 ⇒ 2 - Banished

ARRRGGGG! Just realized that my card counts for the randomisation was all wrong. 1: BoGods was also gone. Will leave above cards the same and correct the random die roll for next explore

Discard Sorrowsoul explore, (+1 on any die that is a 1 or 2) Top Card Random{2-3, 6-8,10,12},#4: 1d7 ⇒ 3 = 6: Icy Boarding Pike +1, Weapon B: Strength 10
Strength 1d8+2, (#Monsters) +3,
Strength 10: 1d8 + 2 + 3 ⇒ (3) + 2 + 3 = 8 - Banished
End of Turn
EOT Recharge: 1d4 ⇒ 4 (Brine's Sting, Buccaneer's Breastplate, ac Benevolent Buckler, Shadowless Sword)
Recovery
Reset
Draw up Harrow Deck, Captain's Cutlass, Blessing of Maat, Menacing Backsword +1, Blessing of the Ancients, Thieves' Tools

Start of Zarlova's Turn
Bury Harrow Deck, examine top 3 of #5: Riptide Cove and rearrange
Top Card Random{2-3, 7-8,10,12},#4: 1d6 ⇒ 5 - 10: Giant Jellyfish
2nd Card Random{2-3, 7-8,12},#4: 1d5 ⇒ 3 - 7: Shark Skin Armor
3rd Card Random{2-3, 8, 12},#4: 1d4 ⇒ 1 - 2: Cannonade

Next player to act at #5: Riptide Cove can determine order of 2,7,10

Summary
Location = #5: Riptide Cove {2-3, 7-8,10,12},#4
Next player to act at #5: Riptide Cove can determine order of 2,7,10

Acquired =
Banished = 5: Sandbar, 6: Icy Boarding Pike +1, 11: Ambrose "Fishguts" Kroop
Examined = 2: Cannonade, 7: Shark Skin Armor, 10: Giant Jellyfish

From Box =
Displayed =

Give =
Used =

Other = BYA Poog & Zarlova moved to #5: Riptide Cove, unless use Cloudpuff to block one person's movement

Nok-Nok wrote:

Hand: Captain's Cutlass, Blessing of Maat, Menacing Backsword +1, Blessing of the Ancients, Thieves' Tools,

Displayed:
Deck: 8 Discard: 9 Buried: 1
Current Location: #5: Riptide Cove
Hero Points: 1
NOTES:
Available Support: Distant: Blessings available
Local:
Other: Other:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: ac Icy Boarding Pike +1, Blessing of Asmodeus, Marianix Karn, ac Besmaran Vestments, Brine's Sting, Buccaneer's Breastplate, ac Benevolent Buckler, Shadowless Sword,
Discard Pile: Dandy Brute, Blessing of Bastet, Blessing of the Spy, Blessing of Abadar, Xoff, Rotgut, ac Blessing of Abadar, Compass, Sorrowsoul,
Buried Pile: Harrow Deck,

Skills and Powers:
SKILLS
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


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

OOT - Scenario movement rules kick in for Nok's Sandbar barrier. Choose to fail check, so where do I end up? Location?: 1d2 ⇒ 1- Poog stays @ Rookery.

Zarlova will need to do the same movement check for Sandbar.


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

OOT: Recharge BoSB for Poog. Nok's Sandbar movement auto-fail, move to: 1d2 + 3 ⇒ (1) + 3 = 4: stay at Rookery.


The top 3 cards of Riptide Cove needs to be arranged for real

During This Adventure: Adventure Deck Number: 3

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

REWARD RULES:

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: Closed Hatchery: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Your ship is anchored at the Mangrove Swamp.

When you move, succeed at a Perception or Survival 8 check or move to a random open location.

At the end of your turn, if you explored more than once, recharge 1d4 random cards.

When you defeat and corner a villain, display it. To win, display both villains.

Additional Rules:

Raft:

Ship 3
Class 0

Check To Defeat:
Strength
5
Wisdom
Survival
3

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

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

Check To Repair:
Strength
4

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

Villain:

Selissa
Spoiler:

SS Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage. Before you act, Selissa deals 1d4-1 Poison damage to you. If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Fungal Savage
Spoiler:

Villain
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Henchman:

Shimerae
Spoiler:

SS Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage. During this encounter, other characters at your location may not play cards or use powers. If defeated, you may immediately attempt to close the location this henchman came from.

Big Ol' Owly Thing
Spoiler:

None Henchman 3
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Jinkin
Spoiler:

None Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Cockroach Swarm
Spoiler:

None Henchman 3
Type: Monster
Traits: Vermin Swarm
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Scenario Level (#): 3

Turn: 14, Zarlova/Mhuirich

Random Cards:

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

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

Spoiler:
Will-o'-Wisp
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_

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

Spoiler:
Sea Scourge
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

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

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

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

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

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

Weapons
Spoiler:
Navigator Musket +1
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.

Spoiler:
Keen Falcata +1
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.

Spoiler:
Animalbane Dagger +1
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.

Spoiler:
Trident +2
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.

Spoiler:
Zul
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.

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

Spoiler:
Rage
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.

Spoiler:
Animate Water
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.

Spoiler:
Freezing Sphere
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.

Spoiler:
Obscure
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.

Armors
Spoiler:
Besmaran Vestments
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.

Spoiler:
Shark Skin Armor
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.

Spoiler:
Benevolent Buckler
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
Spoiler:
Periscope
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.

Spoiler:
Alchemical Glue
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.

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

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

Spoiler:
Potion of Heroism
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.

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

Spoiler:
Pierce Jerrell
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.

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

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

Spoiler:
Conchobhar Turlach Shortstone
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.

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

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

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

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Varian/dinketry
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Poog/wkover
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Poog/wkover
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 NokNok/MatsuKurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Zarlova/Mhuirich
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Varian/dinketry
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 NokNok/MatsuKurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Zarlova/Mhuirich
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Varian/dinketry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Poog/wkover
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 NokNok/MatsuKurisu
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: Hatchery
Closed
At This Location: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Jungle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #3: Mangrove Swamp
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 #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Zarlova/Mhuirich, Poog/wkover, Ambush, Cut-Throat Grok

Tengu Rookery Card 1 (Keen Falcata +1):
Keen Falcata +1
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.
Tengu Rookery Card 2:
Jinkin
None
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.
Tengu Rookery Card 3:
Fungual Savage
None
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
CONSTITUTION FORTITUDE WISDOM 7
THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.
Tengu Rookery Card 4:
Tot Flask
SS
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Tengu Rookery Card 5:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Tengu Rookery Card 6:
Sea Drake
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Tengu Rookery Card 7:
Becalmed
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.
Tengu Rookery Card 8:
Astrolabe
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.
Tengu Rookery Card 9 (Great White Shark):
Great White Shark
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.

Location #5: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, Varian/dinketry, Cannonade,Rosie Cusswell
Riptide Cove Card 1 (Cannonade):
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Riptide Cove Card 2 (Shark Skin Armor):
Shark Skin Armor
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.
Riptide Cove Card 3 (Giant Jellyfish):
Giant Jellyfish
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.
Riptide Cove Card 4:
Selissa
SS
Villain 3
Type: Monster
Traits:
Aberration
Naga
Aquatic
To Defeat:
Wisdom
Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei
Riptide Cove Card 5:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Riptide Cove Card 6:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Riptide Cove Card 7:
Rosie Cusswell
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.
Riptide Cove Card 8 (Manticore):
Manticore
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.

Location #6: Sea Caves
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 #7: 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: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Plunder Pile Card 1:
Falcata +1
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.

Dark Archive

Deck Handler

EOT amendment: 1d4 ⇒ 1 Oh, good. Recharge Helm of Telepathy and add Blessing of Abraxas to my hand - 3 blessings for help!


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

Turn Order: Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover
Out of Turn Updates: Amendment, *discard* BoSP for is healed for 2: (Blessing of the Spellbound, Blessing of the Spellbound 3). Deck shuffled.
Turn: Turn 14 - 0 / Blessing of the Gods

At: #4: Tengu Rookery
SOT: None
Give: No
Move: No item to banish, so I'll attempt to move.: 1d2 + 3 ⇒ (1) + 3 = 4. Nope.

Explore: 1/Keen Falcata +1, Weapon 2, Str/Mel 11

Keen Falcata +1:

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.

Auto-fail. End turn.

Discard None
Draw Pyrotechnic Blast

Summary
Location = #4: Tengu Rookery
Acquired =
Banished = 1/Keen Falcata +1
Examined =
From Box =
Displayed =

Give =
Used =
Other =

Zarlova wrote:

Hand: Major Cure, Holy Javelin, Volcanic Storm, Pyrotechnic Blast, Ring of the Iron Skull, Blessing of the Spellbound 2,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Current Location: #4: Tengu Rookery
Hero Points: 1
NOTES:
Available Support: Blessings available. Cure available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Mental Acuity, Augury, Riftwarden, Ghost Whip, Blessing of Nethys, Surgeon, Shroud Cloak, Blessing of the Spellbound 3, Blessing of Thoth, Fire Snake, Blessing of the Spellbound
Recharged:
Discard Pile: Blessing of Pharasma, Life Drain,
Buried Pile:

Skills and Powers:
SKILLS
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.

Dark Archive

Deck Handler

The hour is Besmara. Attempt to move (to the Tengu Rookery.

Survival (8) Check: 1d6 ⇒ 5 Auto-FAIL!
Which random open location?: 1d2 ⇒ 2 Barf. I don’t move.

Varian finds himself overwhelmed by drowsiness, unable to roust himself to take action.

Skipping my turn. That barrier on top is not my forte. End turn.

Varian Hand wrote:
Blessing of Qi Zhong, Blessing of Abraxas, Blessing of the Gods, Swipe, Aqueous Orb, Totem Necklace


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

Flip Erastil. Varian chose Cannonade to be top card of Riptide Cove, so I'll use current card order @ Cove.

Give Haversack to Zarlova.

Surv 8 Move to Cove w/ trident?: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8 - success, move to Cove

Explore, encounter Cannonade.

Survival 13 (10+3) vs. barrier w/ my Milani, Trident: 1d10 + 4 + 2d10 + 1d4 ⇒ (1) + 4 + (9, 2) + (2) = 18 - barrier defeated

Discarding Cauterize, Cloud Puff for barrier structural damage. Bury Angelstep to heal self. Cards healed?: 1d4 + 1 ⇒ (4) + 1 = 5 - all but Cauterize

Poog wrote:

Hand: Seaborne Trident +1, Reformarium Servant, Flork Fumblepot, Hatchet, Stone Axe +1, Coral Capuchin,

Displayed: Leather Armor,
Deck: 13 Discard: 1 Buried: 1
Notes: Flork adds 1d4+4 + Fire to local check, then I take fire damage (blocked with armor).

Skills and Powers:
SKILLS

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

Dark Archive

Deck handler link

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

Hour = 3 / Blessing of the Gods

Start of Turn
At: #5: Riptide Cove
Give: No
Move: No

Free explore = 2: Shark Skin Armor, Armor 2: Fortitude 7

Spoiler:
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.

Fortitude 7: 1d10 + 1 + 2 ⇒ (3) + 1 + 2 = 6 - banished

Recharge Blessing of the Ancients examine & explore = 3: Giant Jellyfish, Aquatic, Monster 3: Combat 18

Spoiler:
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.

Reveal Menacing Backsword +1 1d8+2+1d6+1, (#Barriers+1) +2, Finesse +1d4, Slashing +1d8, Poog Flork Fumblepot 1d4+4
Combat 18: 1d8 + 2 + 1d6 + 1 + 2 + 1d4 + 1d8 + 1d4 + 4 ⇒ (3) + 2 + (1) + 1 + 2 + (2) + (4) + (2) + 4 = 21
Discard Blessing of Maat +3 - Success >=4. Banished

End of Turn
EOT Recharge: 1d4 ⇒ 2 (Captain's Cutlass, Thieves' Tools)
Recovery
Reset
Draw up ac Icy Boarding Pike +1, Blessing of Asmodeus, Marianix Karn, ac Besmaran Vestments, Brine's Sting

Summary
Location = #5: Riptide Cove

Acquired =
Banished = 2: Shark Skin Armor, 3: Giant Jellyfish
Examined =

From Box =
Displayed =

Give =
Used = Poog Flork Fumblepot

Other =

Nok-Nok wrote:

Hand: Menacing Backsword +1, ac Icy Boarding Pike +1, Brine's Sting, ac Besmaran Vestments, Marianix Karn, Blessing of Asmodeus,

Displayed:
Deck: 6 Discard: 10 Buried: 1
Current Location: #5: Riptide Cove
Hero Points: 1
NOTES:
Available Support: Distant: Blessings available
Local:
Other: Other:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Buccaneer's Breastplate, ac Benevolent Buckler, Shadowless Sword, Blessing of the Ancients, Captain's Cutlass, Thieves' Tools,
Discard Pile: Dandy Brute, Blessing of Bastet, Blessing of the Spy, Blessing of Abadar, Xoff, Rotgut, ac Blessing of Abadar, Compass, Sorrowsoul, Blessing of Maat,
Buried Pile: Harrow Deck,

Skills and Powers:
SKILLS
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

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