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

Game Master Nathan Davis

Turn Order
1. Matsu Kurisu/Nok-Nok
2. Mhuirich/Zarlova
3. 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.


    12)Goblin Weilding
    Spoiler:
    Goblin Weilding
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

    When Encountered
    Before you act, summon and encounter the henchman Riptide Grindylow.
    When Commanding
    Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.

    Check to Repair
    Strength
    4

    When Commanding (Wrecked)
    When you encounter a card, all other characters at this same location move to a random closed location.


    13)Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

    When Encountered
    If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.
    When Commanding
    Reduce Structual damage dealt to this ship by 2.
    You may discard a card from the blessings deck to evade a bane.


    14)Magpie Princess
    Spoiler:
    Magpie Princess
    Ship P
    Class 6

    Check to Defeat/i]
    Dexterity/Acrobatics 10
    OR
    Wisdom Survival 8

    [i]When Encountered
    Before you act, each character at this location must bury a card.

    When Commanding
    Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
    If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.

    Check to Repair
    Craft 6

    When Commanding Wrecked
    At the start of your turn, roll 1d4; on a 1, bury a card.


    15)Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.


    16)Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.


    17)Blood Moon
    Spoiler:
    Blood Moon
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

    When Encountered
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.


    18)Come What May
    Spoiler:
    Come What May
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

    When Encountered
    You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.

    Check to Repair
    Craft
    8

    When Commanding (Wrecked)
    After you reset your hand, discard any cards that have the Aristocrat or Captain trait.


    19)Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

    When Encountered
    If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
    When Commanding
    Reduce Structural damage to this ship by 1 for each character on the ship.
    If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.


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.

A knowledge cleric and a boat-full of goblins


1,201 to 1,250 of 1,333 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

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

BYA Electricity damage: 1d4 ⇒ 4 - draw Angelic armor to reduce by 1, discard Angelic Armor, Musket +2, Fireball Beads.

BYA Wisdom 13, Poog's Blessing of the Everbloom, Steal Soul: 3d10 + 3 + 1d4 ⇒ (2, 4, 8) + 3 + (3) = 20

CtD Combat 31+3=34, Divine Blaze, Poog's Blessing of Achaekek, Lyrune-quah Truthspeaker, Steal Soul, Attack: 3d10 + 6 + 3d8 + 1d6 + 1d4 + 2 ⇒ (3, 7, 9) + 6 + (7, 2, 6) + (6) + (2) + 2 = 50

Victory!


5-6B: WITHERING HEIST
DEVELOPMENT:
Astounding! While you fought Kurida and her orchestra, one of your number managed to escape with the skiff Onigumo.

Now for the next phase of the plan. You need to chart a path from here through the safer regions of the Chuyokai Forest, over the Nightford Mountains, and through Akinaru’s province to Ushijou. While the skiff can only hold a small party, it’s even faster and more exhilarating than you expected and will prove invaluable in that task.

Through the air you sail, with thoughts of revenge boosting the wind at your back.

SCENARIO REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the ally Master of the Gales and 1 character may temporarily replace 1 item in his deck with the item Staff of Weather. At the end of each scenario, return these cards to the game box.

Master of the Gales:

Ally
Traits: Human Druid Pirate
To Acquire: Charisma Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Staff of Weather:

Item
Traits: Staff Magic
To Acquire: Intelligence Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait. Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.

ACQUISITIONS
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Erastil (Blessing B)
Pearl of Magic (Item 6)
Tot Flask (Item B)
Fuse Grenade (Item 6)
Helpful Haversack (Item 1)
Resist Energy (Spell 4)
Flaming Musket +2 (Weapon 6)
Flaming Musket +2 (Weapon 6)
Icy Boarding Pike +1 (Weapon B)

PLUNDER
Sandara Quinn (Ally 1)
Spyglass (Item 0)


5-6C: PATHS IN THE SKY
The wind rushes past you as you soar on the Onigumo, surveying the land below. The ability to blaze trails through the sky allows you a great advantage, but nothing about the Chuyokai Forest or Nightford Mountains is going to be easy.

While Akinaru’s province isn’t as innately perilous, you need to make sure not to let any of his minions catch wind of your arrival, so you can take your nemesis completely by surprise. Still, everything is going well; even among aerial creatures, few can match the Onigumo’s speed, and the scouting allows your party to progress safely for a time...

...At least until a skeletal dragon flies out of the Nightford Mountains directly towards the Onigumo. Unfortunately, that can clearly match the Onigumo’s speed. You manage to lose it for the moment in a cloud bank, but you saw the glint of greed in the dead thing’s eye. It’s hunting you now. You’re just going to have to hunt it down first, all while carefully, steadily, and safely leading your officers through dangerous territory.

With the Onigumo to lead the way, will you be able to take down the dragon and all the other dangers on this path without alerting Akinaru at all? It has to be done. You don’t really understand how Akinaru means to bring forth legions of oni, but your former ally has gone far past the point of no return, and any warning would give him time to adjust his plans, or even teleport away again like he did when he left you for dead in the Valashmai Jungle.

A rasping roar snaps you out of your speculations as you wing back towards the group, once more evading the dripping skeleton.

DURING THIS SCENARIO
When setting out locations, arrange them in a line in the order listed.

Display the barge Onigumo at Windward Isle. While displayed at a location, the Onigumo’s At This Location powers are in effect for characters at that location.

If the Onigumo is not displayed at your location, the difficulty of your combat checks are increased by 1d12, or by 1d12+1d10 for your Melee combat checks, and when you move, you may move only to an adjacent location.

When you encounter a henchman or a villain from a location deck, if you did not examine it this turn, you are dealt 1d4 Electricity damage.

Onigumo:

Barge
Traits:
While displayed at your location, you may recharge a card to display Onigumo at a location, then move to that location and examine the top card of the location. If you are commanding a ship, other characters cannot move with you. While displayed at your location, when you encounter a monster that has the Aquatic trait, you may recharge a card to evade it.

Villain:

Brinebones
Spoiler:

Villain
Type: Monster
Traits: Undead Dragon Aquatic
To Defeat: Combat 32 THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits. Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

Henchmen:

Hurricane Winds
Spoiler:

Henchman
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location. If defeated, you may immediately attempt to close the location this henchman came from.

Lightning Elemental
Spoiler:

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


Plunder 1: 1d6 ⇒ 5 Ally
Plunder 2: 1d6 ⇒ 5 Ally


During This Adventure: Adventure Deck Number: 6

Your ship is THE DEVIL’S REMAINS unless otherwise specified.

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.

On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.

After you draw your starting hand, you may draw 2 cards.

When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.

Add 1d4 to your checks against monsters that have the Pirate trait.

For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.

You may choose the ROARING DRAGON as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
ROARING DRAGON
Spoiler:
Roaring Dragon
Ship 4
Class 4

Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.



When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus
Spoiler:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.



During This Scenario: When setting out locations, arrange them in a line in the order listed.

Display the barge Onigumo at Windward Isle. While displayed at a location, the Onigumo’s At This Location powers are in effect for characters at that location.

If the Onigumo is not displayed at your location, the difficulty of your combat checks are increased by 1d12, or by 1d12+1d10 for your Melee combat checks, and when you move, you may move only to an adjacent location.

When you encounter a henchman or a villain from a location deck, if you did not examine it this turn, you are dealt 1d4 Electricity damage.

Onigumo:

Barge
Traits:
While displayed at your location, you may recharge a card to display Onigumo at a location, then move to that location and examine the top card of the location. If you are commanding a ship, other characters cannot move with you. While displayed at your location, when you encounter a monster that has the Aquatic trait, you may recharge a card to evade it.

Additional Rules:

Villain:

Brinebones
Spoiler:

Villain
Type: Monster
Traits: Undead Dragon Aquatic
To Defeat: Combat 32 THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits. Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

Henchmen:

Hurricane Winds
Spoiler:

Henchman
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location. If defeated, you may immediately attempt to close the location this henchman came from.

Lightning Elemental
Spoiler:

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

Scenario Level (#): 6

Turn: 1, Poog/wkover

Random Cards:

Monsters
Spoiler:
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.

Spoiler:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.

Spoiler:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
None None None

The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.


Spoiler:
Spiny Eurypterid
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

Spoiler:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

Barriers
Spoiler:
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:
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:
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:
Symbol of Insanity
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

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

Weapons
Spoiler:
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:
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.

Spoiler:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

Spoiler:
Saltbox
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Invigorating Kukri +1
SS
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic
To Acquire:
Strength
Melee
Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

Spells
Spoiler:
Raise Dead
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

Spoiler:
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:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

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

Spoiler:
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:
Hellknight Armor
SS
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

Allies
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:
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:
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.

Spoiler:
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.

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

Spoiler:
Blessing of 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 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.

Current Hour:

Blessing of Achaekek:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 1 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.
Hourglass Card 2 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 2 Zarlova/Mhuirich
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Poog/wkover:
Spoiler:
Hourglass Card 3 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.
Hourglass Card 4 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 4 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.
Hourglass Card 5 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 5 Zarlova/Mhuirich
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Poog/wkover:
Spoiler:
Hourglass Card 6 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.
Hourglass Card 7 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 7 NokNok/MatsuKurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Zarlova/Mhuirich:
Spoiler:
Hourglass 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.
Hourglass Card 9 Poog/wkover:
Spoiler:
Hourglass Card 9 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.
Hourglass Card 10 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 10 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.
Hourglass Card 11 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 11 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.
Hourglass Card 12 Poog/wkover:
Spoiler:
Hourglass Card 12 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.
Hourglass Card 13 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 13 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.
Hourglass Card 14 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 14 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.
Hourglass Card 15 Poog/wkover:
Spoiler:
Hourglass Card 15 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 16 NokNok/MatsuKurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 17 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.
Hourglass Card 18 Poog/wkover:
Spoiler:
Hourglass Card 18 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.
Hourglass Card 19 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 19 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.
Hourglass Card 20 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 20 Zarlova/Mhuirich
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Poog/wkover:
Spoiler:
Hourglass Card 21 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.
Hourglass Card 22 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 22 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.
Hourglass Card 23 Zarlova/Mhuirich:
Spoiler:
Hourglass 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.
Hourglass Card 24 Poog/wkover:
Spoiler:
Hourglass Card 24 Poog/wkover
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 25 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.
Hourglass Card 26 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 26 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.
Hourglass Card 27 Poog/wkover:
Spoiler:
Hourglass 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.
Hourglass Card 28 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 28 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.
Hourglass Card 29 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 29 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.

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

Coastline Card 1:
Bottled Lightning
SS
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Coastline Card 2:
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.
Coastline Card 3:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Coastline Card 4:
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.
Coastline Card 5:
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.
Coastline Card 6:
Lightning Elemental
None
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Coastline Card 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_
Coastline Card 8:
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Coastline Card 9:
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.
Coastline Card 10:
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.

Location #2: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Tempest Cay Card 1:
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.
Tempest Cay Card 2:
Brinebones
SS
Villain 6
Type: Monster
Traits:
Undead
Dragon
Aquatic
To Defeat:
Combat 32
THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Tempest Cay Card 3:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Tempest Cay Card 4:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Tempest Cay Card 5:
Reflecting Buckler
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Tempest Cay Card 6:
Sabotage
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Tempest Cay Card 7:
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.
Tempest Cay Card 8:
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.
Tempest Cay Card 9:
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.
Tempest Cay Card 10:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, Poog/wkover, NokNok/MatsuKurisu, Onigumo
Windward Isle Card 1:
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.
Windward Isle Card 2:
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.
Windward Isle Card 3:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Windward Isle Card 4:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Windward Isle Card 5:
Sword Cane Pistol +2
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Windward Isle Card 6:
Lightning Elemental
None
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Windward Isle Card 7:
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.
Windward Isle Card 8:
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.
Windward Isle Card 9:
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.
Windward Isle Card 10:
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.

Location #4: Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Rocky Cliff Card 1:
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.
Rocky Cliff Card 2:
Hurricane Winds
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Rocky Cliff Card 3:
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.
Rocky Cliff Card 4:
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.
Rocky Cliff Card 5:
Alkali Flask
SS
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
Rocky Cliff Card 6:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Rocky Cliff Card 7:
Insanity Daemon
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
Rocky Cliff Card 8:
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.
Rocky Cliff Card 9:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Rocky Cliff Card 10:
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Location #5: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Fog Bank Card 1:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Fog Bank Card 2:
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Fog Bank Card 3:
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.
Fog Bank Card 4:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 5:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Fog Bank Card 6:
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.
Fog Bank 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.
Fog Bank Card 8:
Lightning Elemental
None
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fog Bank Card 9:
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.
Fog Bank Card 10:
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.

Location #6: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
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.
Plunder Pile Card 2:
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.

Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
Cards Not In the Box Card 2:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 3:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.


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

Drawing 2 extra cards, per reward. Starting at Rocky Cliff.

Poog wrote:

Hand: Greenblood Scourge, Limp Lash, Cauterize 2, B of Milani, Freezing Backsword +2, Divine Blaze, B of Achaekek, Elyana, Ambusher,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 6

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee = Strength +1
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine = Wisdom +2
Survival = Wisdom +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine Weapons [ ]Heavy Armors
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 ([X]+1) to your check that invokes the Animal or Fire trait ([X] 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.
Reroll used?: N


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

Hour: Achaekek. Using Blood Moon as ship.

Per Rocky Cliff location power, examine top card of Cliff. Top card of Rocky Cliff is Giant Rock Crab.

I'm allowed to move one location over, so I'll move to Windward Isle (drawing Flork Fumblepot for location power) and explore. Encounter Besmara's Bones.

Surv 8: 1d10 + 4 ⇒ (1) + 4 = 5 - fail, banished

I'm at Onigumo's location, so recharge Greenblood Scourge to move barge to Rocky Cliff and re-examine the Giant Rock Crab.

Discard Ambusher to examine top 3 cards of Cliff: Crab, Hurricane Winds henchman, Cannonade barrier. Reorder cards as Hurricane Winds, Crab, Cannonade. Then explore from Ambusher power (Crab is animal).

Per scenario power, I examined henchman this turn, so I don't take 1d4 electricity damage.

Surv 13 w/ recharged Achaekek (matches hour): 3d10 + 4 ⇒ (7, 9, 4) + 4 = 24 - henchman defeated

Banish Flork to close Rocky Cliffs.

Per Rocky Cliffs closing, examine top card of Tempest Cay. Got lucky! Sea Drake is banished.

Recharge Cauterize 2 to move to Windward Isle (drawing Angelstep) and examine top card: Crown of Swords. Reveal plant for hand size +1.

Poog wrote:

Hand: Angelstep, Limp Lash, B of the Everbloom, B of Milani, Freezing Backsword +2, Divine Blaze, B of Ra, Elyana,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 6

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee = Strength +1
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine = Wisdom +2
Survival = Wisdom +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine Weapons [ ]Heavy Armors
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 ([X]+1) to your check that invokes the Animal or Fire trait ([X] 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.
Reroll used?: N

Card 1 of Tempest Cay (Sea Drake) and Card 1 of Windward Isle (Besmara's Bones) are banished. Rocky Cliffs is closed. Top card of Windward Isle is Crown of Swords. Onigumo barge is located at Windward Isle. Poog is also at the Isle.

Dark Archive

Deck handler link

Nok-Nok/Matsu Kurisu
Scenario: 5-6C: PATHS IN THE SKY
Card Upgrade
The Lost Harrows (AD6) in, Belt of Physical Prowess(Core) out

Banished cards

Ship
=

Starting Plunder vote
=

Loot
Buccaneer's Breastplate in, Spell Ward Shield out
Immortal Dreamstone in, Bloodroot Poison out

Using +2 starting handsize

Starting Location
= #4: Rocky Cliff

Starting Hand
"

Nok-Nok wrote:

Hand: Shadowless Sword, Desna's Freedom, Buccaneer's Breastplate, Blessing of Abadar, Armor of Skulls, Evangelist, Blessing of the Spy, Isiem,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant: Buccaneers Brestplate -1 structural damage. REVEAL
Local: Ally local powers available
Other: Other:

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 ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]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 ([X] 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][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 link

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

Out of Turn update:

Hour: = 1 NokNok/MatsuKurisu: Blessing of the Gods

Start of Turn
At: #4: Rocky Cliff: M:2 B:3 W:1

Give: No
Move: #3: Windward Isle: M:2 B:2 W:2
At This Location: If you move here, you may draw a card. (Corrosive Backsword +4)

Free explore = 2: Crown of Swords, Item 2: Wisdom 8

Spoiler:
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.

Wisdom 1d4, (#Monsters+1d4) +2+1d4, Reveal Evangelist +1
Wisdom 8: 1d4 + 2 + 1d4 + 1 ⇒ (3) + 2 + (1) + 1 = 7 - Banished

Discard Isiem, examine 3 and rearrange, the explore =
5: Sword Cane Pistol +2, Weapon 4
4: Chelish Marine, Monster 6
3: Galvo, Monster 5

5: Sword Cane Pistol +2, Weapon 4: Dexterity 10

Spoiler:
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

Dexterity 1d8, (#Monsters+1d4) +2+1d4, Recharge Evangelist +1d4
Dexterity 10: 1d8 + 2 + 1d4 + 1 ⇒ (5) + 2 + (1) + 1 = 9 - Banished

turn Paused for discussion

Dark Archive

Deck handler link

Recharge Shadowless Sword, move Barge to #2: Tempest Cay, examine 2: Brinebones, Villain 6
Recharge Evangelist, move Barge to #3: Windward Isle, examine 4: Chelish Marine

End of Turn

Recovery

Reset
Discard
Draw up Nil

Summary
Location = #3: Windward Isle
Acquired =
Banished = 2: Crown of Swords, 5: Sword Cane Pistol +2
Examined = 4: Chelish Marine, 3: Galvo,

Location = #2: Tempest Cay
Acquired =
Banished =
Examined = 2: Brinebones, Villain 6

Nok-Noks Loot =

From Box =

Displayed =
Plunder =

Give =
Used =

SEIZED SHIP:
Add to Chronicle this round:
Total Chronicle Ships:

Other =

"

Nok-Nok wrote:

Hand: Corrosive Backsword +4, Armor of Skulls, Desna's Freedom, Blessing of Abadar, Blessing of the Spy, Buccaneer's Breastplate,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant: Buccaneers Brestplate -1 structural damage. REVEAL
Local: Ally local powers available
Other: Other:

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 ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]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 ([X] 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][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 d4 | DEX d6 | CON d6 | INT d10 +3 (Craft +2; Know +2; Arcane +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Start at #4: Rocky Cliff, +2 hand size.

Zarlova wrote:

Hand: The Wind and the Waves, Benefaction, Death's Touch, Divine Blaze, Incitation, Wall of Light, Mase Darimar (Loot), Grandmother Nightmare, Staff of Greater Necromancy,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 4
5-6C Mat reroll: unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure, Boneshatter, Wand of Restorative Touch, Salvator Scream, Urgathoa's Gluttony, The Healing Light, Steal Soul, Nethys's Duality, Lyrune-quah Truthspeaker, Staff of Weather, Angelic Armor, Disintegrate, Shapechange
Recharged:
Discard Pile:
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 (☐ or Arcane) 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 +3 (Craft +2; Know +2; Arcane +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Turn Order: Zarlova/Mhuirich, Poog/wkover, Nok-Nok/Matsu Kurisu,
Out of Turn Updates: None
Turn: Turn 3 / 2 - Blessing of Cayden Cailean

At: #4: Rocky Cliff
At This Location: Closed.

Give: No
Move: #3: Windward Isle: Draw card: Salvator Scream.

Recharge Incitation to display Onigumo at #1: Coastline, move there and examine: Bottled Lightning.

Explore: 1/Bottled Lightning, Item 5, Int/Cra 11:

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

Craft 11: 1d10 + 6 ⇒ (2) + 6 = 8 - Banished

Recharge Wall of Light to display Onigumo at #5: Fog Bank, move there and examine: Blood Hag. Location shuffles. Recharge to return Ornigum to #1: Coastline, move and examine: Besmaran Vestments. Recharge to return to #3: Windward Isle, move and examine: Chelish Marine. Draw Angelic Armor for moving back to Isle, and display. End turn.

Discard None
Draw Disintegrate

Summary
Location = #1: Coastline
Banished = 1/Bottled Lightning
Examined = 2/Besmaran Vestments

Location = #5: Fog Bank
Examined = 1/Blood Hag
Other = Fog Bank shuffled.

Give =
Used =
Other = Onigumo at Windward Isle

Zarlova wrote:

Hand: Death's Touch, Divine Blaze, Staff of Greater Necromancy, Salvator Scream, The Wind and the Waves, Grandmother Nightmare, Disintegrate,

Displayed: Angelic Armor,
Deck: 14 Discard: 0 Buried: 0
Hero Points: 4
5-6C Mat reroll: unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wand of Restorative Touch, Staff of Weather, Lyrune-quah Truthspeaker, Cure, Shapechange, Urgathoa's Gluttony, The Healing Light, Nethys's Duality, Steal Soul, Boneshatter
Recharged: Incitation, Wall of Light, Benefaction, Mase Darimar (Loot),
Discard Pile:
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 (☐ or Arcane) 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 Deck handler

Hour: Gorum.

Recharge Freezing Sword to move Onigumo to Coastline and examine: Shapechange (spell 6). Use free explore.

Div 13 w/ Milani to acquire: 3d10 + 5 ⇒ (5, 7, 4) + 5 = 21 - spell 6 acquired

Discard Elyana to examine top card of Coastline: Pirate Hunting. Explore coastline.

Random ship encountered?: 1d19 ⇒ 17 - the one ship it can't be, since it's our ship

Random ship encountered?: 1d19 ⇒ 9 - Devil's Pallor

Surv 7: 1d10 + 4 ⇒ (4) + 4 = 8 - defeated, barrier is banished

Per Pallor, have to stash a random weapon. Card discarded from defeating ship (pallor effect): Limp Lash.

Recharge B of Ra to move Onigumo back to Windward Isle, draw Master of the Gales.

Banish Angelstep to heal self. # cards healed?: 1d4 + 1 ⇒ (3) + 1 = 4. - all cards healed. Display Shapechange, choose hand size of 10.

Surv 9 Angelstep recovery: 1d10 + 4 ⇒ (1) + 4 = 5 - use Paizo reroll
Surv 9 Angelstep recovery: 1d10 + 4 ⇒ (6) + 4 = 10 - succeeded

Poog wrote:

Hand: B of Ra, Master of the Gales, B of the Everbloom, Elyana, B of Kelizandri, Divine Blaze, B of Milani, Freezing Backsword +2, Leather Armor (Core), Ambusher,

Displayed: Shapechange,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 6

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee = Strength +1
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine = Wisdom +2
Survival = Wisdom +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine Weapons [ ]Heavy Armors
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 ([X]+1) to your check that invokes the Animal or Fire trait ([X] 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.
Reroll used?: y

Top card of Coastline is card 5. Poog and Onigumo are back at Windward Isle.

Brinebones is aquatic, so perhaps save Kelizandri for villain?


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

Have to fix turn, since Besmaran Vestments had been examined, not encountered. So would have used both Elyana and Everbloom to explore.

Con 6: 1d8 ⇒ 1 - fail, banished

Everbloom would have also been in discard for heal, so need to redo healed cards and hand. Cards healed: everything but Everbloom. So just need to replace Everbloom in hand with another card.

Poog wrote:

Hand: B of Ra, Master of the Gales, Elyana, B of Milani, B of Kelizandri, Divine Blaze, Ambusher, Freezing Backsword +2, Leather Armor (Core), Cloud Puff,

Displayed: Shapechange,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 6

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee = Strength +1
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine = Wisdom +2
Survival = Wisdom +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine Weapons [ ]Heavy Armors
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 ([X]+1) to your check that invokes the Animal or Fire trait ([X] 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.
Reroll used?: y


During This Adventure: Adventure Deck Number: 6

Your ship is THE DEVIL’S REMAINS unless otherwise specified.

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.

On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.

After you draw your starting hand, you may draw 2 cards.

When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.

Add 1d4 to your checks against monsters that have the Pirate trait.

For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.

You may choose the ROARING DRAGON as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
ROARING DRAGON
Spoiler:
Roaring Dragon
Ship 4
Class 4

Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.



When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus
Spoiler:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.



During This Scenario: When setting out locations, arrange them in a line in the order listed.

Display the barge Onigumo at Windward Isle. While displayed at a location, the Onigumo’s At This Location powers are in effect for characters at that location.

If the Onigumo is not displayed at your location, the difficulty of your combat checks are increased by 1d12, or by 1d12+1d10 for your Melee combat checks, and when you move, you may move only to an adjacent location.

When you encounter a henchman or a villain from a location deck, if you did not examine it this turn, you are dealt 1d4 Electricity damage.

Onigumo:

Barge
Traits:
While displayed at your location, you may recharge a card to display Onigumo at a location, then move to that location and examine the top card of the location. If you are commanding a ship, other characters cannot move with you. While displayed at your location, when you encounter a monster that has the Aquatic trait, you may recharge a card to evade it.

Additional Rules:

Villain:

Brinebones
Spoiler:

Villain
Type: Monster
Traits: Undead Dragon Aquatic
To Defeat: Combat 32 THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits. Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

Henchmen:

Hurricane Winds
Spoiler:

Henchman
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location. If defeated, you may immediately attempt to close the location this henchman came from.

Lightning Elemental
Spoiler:

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

Scenario Level (#): 6

Turn: 5, NokNok/MatsuKurisu

Random Cards:

Monsters
Spoiler:
Sea Troll
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.

Spoiler:
Koko
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

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

Barriers
Spoiler:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

Spoiler:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

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

Spoiler:
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.

Spoiler:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
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:
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:
Wall of Blades
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

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:
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:
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.

Armors
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.

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

Spoiler:
Breastplate of the Deep
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
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:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

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

Spoiler:
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:
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.

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:
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.

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:
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:
Audessa Reyquio
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.

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

Spoiler:
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Current Hour:

Blessing of Milani:
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.

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 1 Zarlova/Mhuirich
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Poog/wkover:
Spoiler:
Hourglass 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.
Hourglass Card 3 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 3 NokNok/MatsuKurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Zarlova/Mhuirich:
Spoiler:
Hourglass 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.
Hourglass Card 5 Poog/wkover:
Spoiler:
Hourglass Card 5 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.
Hourglass Card 6 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 6 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.
Hourglass Card 7 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 7 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.
Hourglass Card 8 Poog/wkover:
Spoiler:
Hourglass Card 8 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.
Hourglass Card 9 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 9 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.
Hourglass Card 10 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 10 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.
Hourglass Card 11 Poog/wkover:
Spoiler:
Hourglass Card 11 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 12 NokNok/MatsuKurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 13 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.
Hourglass Card 14 Poog/wkover:
Spoiler:
Hourglass Card 14 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.
Hourglass Card 15 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 15 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.
Hourglass Card 16 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 16 Zarlova/Mhuirich
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Poog/wkover:
Spoiler:
Hourglass Card 17 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.
Hourglass Card 18 NokNok/MatsuKurisu:
Spoiler:
Hourglass 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.
Hourglass Card 19 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 19 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.
Hourglass Card 20 Poog/wkover:
Spoiler:
Hourglass Card 20 Poog/wkover
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 21 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.
Hourglass Card 22 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 22 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.
Hourglass Card 23 Poog/wkover:
Spoiler:
Hourglass Card 23 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.
Hourglass Card 24 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 24 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.
Hourglass Card 25 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 25 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.

Location #1: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Coastline Card 1:
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.
Coastline Card 2:
Lightning Elemental
None
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Coastline Card 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_
Coastline Card 4:
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Coastline Card 5:
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.
Coastline Card 6:
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.

Location #2: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Tempest Cay Card 1 (Brinebones):
Brinebones
SS
Villain 6
Type: Monster
Traits:
Undead
Dragon
Aquatic
To Defeat:
Combat 32
THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Tempest Cay Card 2:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Tempest Cay Card 3:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Tempest Cay Card 4:
Reflecting Buckler
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Tempest Cay Card 5:
Sabotage
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Tempest Cay Card 6:
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.
Tempest Cay Card 7:
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.
Tempest Cay Card 8:
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.
Tempest Cay Card 9:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, Poog/wkover, NokNok/MatsuKurisu, Onigumo
Windward Isle Card 1 (Chelish Marine):
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Windward Isle Card 2 (Galvo):
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Windward Isle Card 3:
Lightning Elemental
None
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Windward Isle Card 4:
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.
Windward Isle Card 5:
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.
Windward Isle Card 6:
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.
Windward Isle Card 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.

Location #4: Rocky Cliff
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Blood Hag

Fog Bank Card 1:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 2:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Fog Bank Card 3:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Fog Bank Card 4:
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.
Fog Bank Card 5:
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Fog Bank Card 6:
Lightning Elemental
None
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Fog Bank 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.
Fog Bank Card 8:
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.
Fog Bank Card 9:
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.
Fog Bank Card 10:
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.

Location #6: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 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.
Plunder Pile Card 2:
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.
Plunder Pile Card 3:
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.

Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
Cards Not In the Box Card 2:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 3:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Dark Archive

Deck handler link

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

Out of Turn update:

Hour: = 5 NokNok/MatsuKurisu: Blessing of Milani

Start of Turn
At: #3: Windward Isle: M:2 B:2 W:2

Give: No
Move: #4: Rocky Cliff
At This Location:

Free explore = No

Discard Desna's Freedom,
Move: #5: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
then explore = 1: Safe Harbor, Spell 2: Intelligence 8

Spoiler:
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

Nope. Banished

End of Turn

Recovery

Reset
Discard Blessing of the Spy
Draw up The Lost Harrows, Harrow Deck

Summary
Location = #5: Fog Bank
Acquired =
Banished = 1: Safe Harbor
Examined =

Location =
Acquired =
Banished =
Examined =

Nok-Noks Loot =

From Box =

Displayed =
Plunder =

Give =
Used =

SEIZED SHIP:
Add to Chronicle this round:
Total Chronicle Ships:

Other =
"

Nok-Nok wrote:

Hand: Corrosive Backsword +4, Armor of Skulls, Blessing of Abadar, Buccaneer's Breastplate, The Lost Harrows, Harrow Deck,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant: Buccaneers Brestplate -1 structural damage. REVEAL
Local: Ally local powers available
Other: Other:

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 ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]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 ([X] 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][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 d4 | DEX d6 | CON d6 | INT d10 +3 (Craft +2; Know +2; Arcane +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Turn Order: Zarlova/Mhuirich, Poog/wkover, Nok-Nok/Matsu Kurisu,
Out of Turn Updates: None
Turn: Turn 6 / 1 - Blessing of Erastil

At: #3: Windward Isle
At This Location: Closed.

Give: No
Move: No

Recharge Death's Touch to display Onigumo at #1: Coastline, move there and examine: Pierce Jerrell.

Explore: 1/Pierce Jerrell, Ally 3, Int/Arc 6 OR Cha/Dip 9:

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.

Auto acquired (Arcane +6). Recharge Divine Blaze redisplay Onigumo here and examine: Lightning Elemental. Discard Grandmother Nightmare to explore.

Explore: 2/Lightning Elemental, Henchman (Monster) 3, Com 17:

None
Henchman 3
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Combat 17, Disintegrate, Attack: 1d10 + 6 + 4d6 + 2 ⇒ (3) + 6 + (3, 3, 2, 6) + 2 = 25 - Defeated

Banish Pirate Pierce Jerrell to close. Recharge Staff of Greater Necromancy to display Onigumo at Windward Isle, move and examine Chelish Marine. Discard Salvator Scream to draw the top card of the hourglass: Blessing of Abadar. End turn.

Recover Disintegrate: Arcane 16: 1d10 + 6 + 2 ⇒ (9) + 6 + 2 = 17 -> Disintegrate recharged.

Discard None
Draw Staff of Weather, Wand of Restorative Touch, Lyrune-quah Truthspeaker, The Healing Light, Nethys's Duality

Summary
Location = #1: Coastline
Banished = 1/Pierce Jerrell, 2/Lightning Elemental
Other = Coastline closed.

Give =
Used =
Other = Onigumo at Windward Isle

Zarlova wrote:

Hand: Staff of Weather, Wand of Restorative Touch, Blessing of Abadar, Lyrune-quah Truthspeaker, The Wind and the Waves, The Healing Light, Nethys's Duality,

Displayed: Angelic Armor,
Deck: 13 Discard: 2 Buried: 0
Hero Points: 4
5-6C Mat reroll: unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Boneshatter, Steal Soul, Cure, Urgathoa's Gluttony, Shapechange
Recharged: Incitation, Wall of Light, Benefaction, Mase Darimar (Loot), Death's Touch, Divine Blaze, Staff of Greater Necromancy, Disintegrate,
Discard Pile: Grandmother Nightmare, Salvator Scream,
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 (☐ or Arcane) 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 Deck handler

Hour: Abadar.

Recharge Elyana to move barge to Tempest cay and examine villain. Explore and encounter villain.

Nok-Nok recharges hand to guard Fog Bank.

Per hangouts, will bot Zarlova's guard w/ Wind and the Waves.

Wis 7: 1d10 + 3 + 1d10 ⇒ (2) + 3 + (8) = 13

Windward Isle is guarded.

Now for 2 combats. BYA shouldn't matter, as I can block mine w/ Cloud Puff and other locations are already guarded. Note: As a reward, we have free 1d4 vs. undead.

Combat 32 w/ Divine Blaze, B of Ra, undead bonus: 1d10 + 4d8 + 5 + 1d6 + 1 + 2d10 + 1d4 ⇒ (8) + (8, 7, 6, 7) + 5 + (4) + 1 + (9, 1) + (4) = 60 - success

Combat 32 w/ discarded sword, B of Kelizandri, undead bonus: 1d8 + 4d6 + 10 + 2d8 + 1d4 ⇒ (4) + (2, 1, 6, 3) + 10 + (7, 1) + (4) = 38 - success

Bony dragon defeated! We win!


5-6C: PATHS IN THE SKY
DEVELOPMENT:
The undead dragon ends not with a bang, but a whimper, a simple sigh as it crumbles into dust. With the final threat out of the way and the path fully prepared, you’re able to slip through Akinaru’s province quickly and quietly, leaving his minions none the wiser.

Soon, the beautiful but gloomy blue spires of Ushiojou rise in the distance. Through your spyglass, you see a banner flying in various places on the battlements: a shattered phoenix.

Is Akinaru expecting you? What can you say to your former ally turned horrific monstrosity?

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

Vengeful Storm:

Spell
Traits: Magic Divine Attack Acid Cold Electricity
To Acquire: Wisdom Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

Crossbow of Retribution:

Loot
Type: Weapon
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.

ACQUISITIONS
Pierce Jerrell (Ally 3)
Shapechange (Spell 6)

PLUNDER
Merrill Pegsworthy (Ally 2)
Haneilius Fitch (Ally 3)
Falcata +1 (Weapon 1)


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

Banking hero point, since no more power feats worth taking.

Card upgrades:

Spell 6: 1d1000 ⇒ 557 - Vengeful Storm

(this is from UW, not the loot spell)


5-6D: THE SIEGE OF USHIOJOU
It turns out your musing about Akinaru was getting a bit ahead of yourself. The oni might be new here, but he’s set up a devious array of minions and traps to protect himself. You won’t be reaching him any time soon.

You sigh. Invisibility, your go-to tactic of late, availed you little, as Akinaru placed sentries with the power to see through illusions. When you tried to use teleportation magic to skip through the walls, you found that Akinaru had found a way to prevent the dimensional intrusion, though the way the oni in the castle can still teleport, it must be keyed to allow them access... or specifically to stop you!

As you fight your way through the castle, Akinaru’s image appears before you. This is the oni that betrayed you seemingly a lifetime ago. It is almost difficult to remember how helpful he was in getting you out of the tapestry. But suddenly, those memories come flooding back as your great foe... apologizes?

“I see you have passed my little test,” he says. “I’m proud of you, truly. I can sense you’ve been forged into something... more... by the crucible in which I left you. Just as I have changed. I was rash when I realized what Hao Jin had done to my former ward, and I apologize for my abruptness. Perhaps you too have grown in wisdom as well since then? Those who made the rules of the kami are horrific in a way you can’t imagine. One little ‘mistake,’ even something outside your control like what Hao Jin did to me, and you drift forever in a netherworld of nothingness, able only to see the mortal world but never to touch it again... at least unless you become an oni. I’m trying to free those poor souls, just as we escaped together from the Tapestry. Surely you see now my cause is just?”

This is not what you expected, but you shake your head. Akinaru’s plan may have a gentler veneer than before, but ultimately, it would unleash an invasion of evil creatures upon the world.

“Come to me and I will give you one last chance,” he sighs sadly as his image disappears and his defenses renew in full force.

DURING THIS SCENARIO
Your ship is anchored at Lucrehold.

At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may examine the top 2 cards of any location deck and return them in any order.

You may not evade henchmen or ignore any of their powers. When you attempt a check against a bane, before the roll, replace your highest die with a d4.

Before each exploration that is not your first of the turn, discard a card.

To win, close all locations.

Villian: None

Henchmen:

Paralictor Valeria Asperixus
Spoiler:

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

Cannon Golem
Spoiler:

Henchman
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
You may not play spells that have the Attack trait. Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship. If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location. If defeated, you may immediately attempt to close the location this henchman came from.

Cryptic Runes
Spoiler:

Henchman
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Luccaria
Spoiler:

Henchman
Type: Monster
Traits: Human Cleric
To Defeat: Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage. If any character would recharge or discard a spell that has the Divine trait, bury it instead. If defeated, you may immediately attempt to close the location this henchman came from.


Plunder 1: 1d6 ⇒ 5 Ally!
Plunder 2: 1d6 ⇒ 1 Weapon!


Will post cards once it's known if more Pirates cards are coming

During This Adventure: Adventure Deck Number: 6

Your ship is THE DEVIL’S REMAINS unless otherwise specified.

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.

On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.

After you draw your starting hand, you may draw 2 cards.

When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.

Add 1d4 to your checks against monsters that have the Pirate trait.

For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.

You may choose the ROARING DRAGON as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
ROARING DRAGON
Spoiler:
Roaring Dragon
Ship 4
Class 4

Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.



When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus
Spoiler:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.



During This Scenario: Your ship is anchored at Lucrehold.

At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may examine the top 2 cards of any location deck and return them in any order.

You may not evade henchmen or ignore any of their powers. When you attempt a check against a bane, before the roll, replace your highest die with a d4.

Before each exploration that is not your first of the turn, discard a card.

To win, close all locations.

Additional Rules: Villian: None

Henchmen:

Paralictor Valeria Asperixus
Spoiler:

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

Cannon Golem
Spoiler:

Henchman
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
You may not play spells that have the Attack trait. Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship. If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location. If defeated, you may immediately attempt to close the location this henchman came from.

Cryptic Runes
Spoiler:

Henchman
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Luccaria
Spoiler:

Henchman
Type: Monster
Traits: Human Cleric
To Defeat: Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage. If any character would recharge or discard a spell that has the Divine trait, bury it instead. If defeated, you may immediately attempt to close the location this henchman came from.


Story Banes:

Draugr Captain
Spoiler:

Henchman
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 6

Turn: 0, Poog/wkover

Random Cards:

Monsters
Spoiler:
Sea Troll
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.

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.

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:
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:
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.

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

Spoiler:
Social Niceties
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
Symbol of Insanity
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Spoiler:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
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.

Weapons
Spoiler:
Flaming Falcata +3
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spoiler:
Sword Cane Pistol +2
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

Spoiler:
Saltbox
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

Spoiler:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spells
Spoiler:
Divine Fortune
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.

Spoiler:
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:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

Spoiler:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Tsunami
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

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

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

Spoiler:
Breastplate of the Deep
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
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.

Allies
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:
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:
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.

Spoiler:
Barracuda Aiger
SS
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate
To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.

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

Blessings
Spoiler:
Blessing of 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 Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 0

[b]Hourglass

Hourglass Cards/Turn Order:

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

Location #2: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #3: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Dark Archive

Deck handler link

Nok-Nok/Matsu Kurisu
Scenario: 5-6D: THE SIEGE OF USHIOJOU

Card Upgrade
None

Banished cards

Ship
= Abrogail's Fury

Starting Plunder vote
=

Loot
Buccaneer's Breastplate in, Spell Ward Shield out
Immortal Dreamstone in, Bloodroot Poison out
Ederleigh Baines in, Evangelist out
+1 Pirate ally, Fortune Teller out

Using +2 starting handsize

Starting Location
= #4: Torture Pit

Starting Hand
"

Nok-Nok wrote:

Hand: Buccaneer's Breastplate, Blessing of Abadar, Corrosive Backsword +4, Harrow Deck, Vampiric Backsword +3, Blessing of the Vaultmaster, Blessing of the Spy, Master of Masters,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant: Buccaneers Brestplate -1 structural damage. REVEAL
Local: Ally local powers available
Other: Other:

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 ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]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 ([X] 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][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 Deck handler

I'll be keeping Master of the Gales (pirate), who replaces Gribbet. I'll also be taking Lady Cerise Bloodmourn (pirate), who replaces Elyana.


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

Starting @ Lucrehold (anchored location).

Poog wrote:

Hand: Ambusher, B of Ra, Leather Armor (Core), Eruption, Cauterize, Cauterize 2, Dryad Sandals, Reed Snake Armor, Master of the Gales,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 7

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee = Strength +1
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine = Wisdom +2
Survival = Wisdom +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine Weapons [ ]Heavy Armors
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 ([X]+1) to your check that invokes the Animal or Fire trait ([X] 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.
Reroll used?: n


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

Zarlova carries Vengeful Storm (in for Wall of Light), Staff of Weather (in for Fireball Beads), Mase Darimar (in for Acadamae Scholar), and Alise Grogblud (in for Salvator Scream).


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

Start at Lucrehold. Use +2 starting hand size.

Zarlova wrote:

Hand: Blessing of Abadar, Angelic Armor, Staff of Greater Necromancy, The Wind and the Waves, Benefaction, The Healing Light, Steal Soul, Vengeful Storm (Loot), Staff of Weather (Loot),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 4
5-6C Mat reroll: unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Alise Grogblud (Loot), Cure, Wand of Restorative Touch, Disintegrate, Lyrune-quah Truthspeaker, Nethys's Duality, Mase Darimar (Loot), Urgathoa's Gluttony, Shapechange, Incitation, Death's Touch, Boneshatter, Divine Blaze, Grandmother Nightmare
Recharged:
Discard Pile:
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 (☐ or Arcane) 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: 6

Your ship is THE DEVIL’S REMAINS unless otherwise specified.

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.

On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.

After you draw your starting hand, you may draw 2 cards.

When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.

Add 1d4 to your checks against monsters that have the Pirate trait.

For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.

You may choose the ROARING DRAGON as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
ROARING DRAGON
Spoiler:
Roaring Dragon
Ship 4
Class 4

Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.



When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus
Spoiler:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.



During This Scenario: Your ship is anchored at Lucrehold.

At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may examine the top 2 cards of any location deck and return them in any order.

You may not evade henchmen or ignore any of their powers. When you attempt a check against a bane, before the roll, replace your highest die with a d4.

Before each exploration that is not your first of the turn, discard a card.

To win, close all locations.

Additional Rules: Villian: None

Henchmen:

Paralictor Valeria Asperixus
Spoiler:

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

Cannon Golem
Spoiler:

Henchman
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
You may not play spells that have the Attack trait. Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship. If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location. If defeated, you may immediately attempt to close the location this henchman came from.

Cryptic Runes
Spoiler:

Henchman
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Luccaria
Spoiler:

Henchman
Type: Monster
Traits: Human Cleric
To Defeat: Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage. If any character would recharge or discard a spell that has the Divine trait, bury it instead. If defeated, you may immediately attempt to close the location this henchman came from.


Story Banes:

Draugr Captain
Spoiler:

Henchman
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 6

Turn: 1, NokNok/MatsuKurisu

Random Cards:

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

Spoiler:
Pirate Bomber
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.

Spoiler:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

Spoiler:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

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

Barriers
Spoiler:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
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:
Symbol of Insanity
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Spoiler:
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:
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:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

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

Spoiler:
Spellsword +2
SS
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.

Spoiler:
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.

Spells
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:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

Spoiler:
Tsunami
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

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

Spoiler:
World Wave
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

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

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

Spoiler:
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:
Hellknight Armor
SS
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
Net of Snaring
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

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:
Alkali Flask
SS
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

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

Spoiler:
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.

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

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

Spoiler:
Blessing of 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 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:
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.

Current Hour:

Blessing of Sivanah:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zarlova/Mhuirich:
Spoiler:
Hourglass 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.
Hourglass Card 2 Poog/wkover:
Spoiler:
Hourglass Card 2 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.
Hourglass Card 3 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 3 NokNok/MatsuKurisu
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 4 Zarlova/Mhuirich
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Poog/wkover:
Spoiler:
Hourglass Card 5 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 6 NokNok/MatsuKurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 7 Zarlova/Mhuirich
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Poog/wkover:
Spoiler:
Hourglass Card 8 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 9 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.
Hourglass Card 10 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 10 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.
Hourglass Card 11 Poog/wkover:
Spoiler:
Hourglass Card 11 Poog/wkover
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 12 NokNok/MatsuKurisu
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 13 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.
Hourglass Card 14 Poog/wkover:
Spoiler:
Hourglass Card 14 Poog/wkover
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 15 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.
Hourglass Card 16 Zarlova/Mhuirich:
Spoiler:
Hourglass 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.
Hourglass Card 17 Poog/wkover:
Spoiler:
Hourglass Card 17 Poog/wkover
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 18 NokNok/MatsuKurisu
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.
Hourglass Card 19 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 19 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.
Hourglass Card 20 Poog/wkover:
Spoiler:
Hourglass Card 20 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 21 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.
Hourglass Card 22 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 22 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.
Hourglass Card 23 Poog/wkover:
Spoiler:
Hourglass Card 23 Poog/wkover
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.
Hourglass Card 24 NokNok/MatsuKurisu:
Spoiler:
Hourglass 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.
Hourglass Card 25 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 25 Zarlova/Mhuirich
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Poog/wkover:
Spoiler:
Hourglass Card 26 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.
Hourglass Card 27 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 27 NokNok/MatsuKurisu
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.
Hourglass Card 28 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 28 Zarlova/Mhuirich
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 29 Poog/wkover:
Spoiler:
Hourglass Card 29 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.

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

Fort Hazard Card 1:
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.
Fort Hazard Card 2:
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.
Fort Hazard Card 3:
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.
Fort Hazard Card 4:
Luccaria
SS
Henchman 5
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Fort Hazard Card 5:
Nautical Charts
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Fort Hazard Card 6:
Gargiya
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
Fort Hazard Card 7:
Rotgut
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Fort Hazard Card 8:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
None None None

The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

Fort Hazard Card 9:
Tessa Fairwind
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fort Hazard Card 10:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

Location #2: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, Poog/wkover, NokNok/MatsuKurisu, None
Lucrehold Card 1:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Lucrehold Card 2:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Lucrehold Card 3:
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.
Lucrehold Card 4:
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.
Lucrehold Card 5:
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Lucrehold Card 6:
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.
Lucrehold 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.
Lucrehold Card 8:
Bakekujira
SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
Lucrehold Card 9:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Lucrehold Card 10:
Brine Dragonhide Breastplate
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Location #3: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Shrine to Norgorber 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.
Shrine to Norgorber Card 2:
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber 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.
Shrine to Norgorber Card 5:
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.
Shrine to Norgorber Card 6:
Paralictor Valeria Asperixus
SS
Henchman 6
Type: Monster
Traits:
Human
Hellknight
To Defeat:
Combat 35
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 7:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Shrine to Norgorber Card 8:
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.
Shrine to Norgorber Card 9:
Pirate Sniper
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Shrine to Norgorber Card 10:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.

Location #4: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Pit Card 1:
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.
Torture Pit Card 2:
Spiny Eurypterid
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
Torture Pit Card 3:
Sefina
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Torture Pit 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.
Torture Pit Card 5:
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.
Torture Pit Card 6:
Cannon Golem
SS
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Pit Card 7:
Albatross
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Torture Pit Card 8:
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.
Torture Pit Card 9:
Flaming Falcata +3
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Torture Pit Card 10:
Giant Sea Anemone
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

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: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Enervating Pistol +3
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Plunder Pile Card 2:
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.

Location #6: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 2:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 3:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
Cards Not In the Box Card 4:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
Cards Not In the Box Card 5:
Lady Cerise Bloodmourn
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 6:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 7:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Dark Archive

Deck handler link

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

Out of Turn update:

Hour: = 1 NokNok/MatsuKurisu: Blessing of Sivanah

Start of Turn
At: #2: Lucrehold: M:3 B:2 W:2
Location.SoT: No priate ally. Take 1d4 - 1 ⇒ (1) - 1 = 0 damage, reveal Buccaneer's Breastplate - 3 to 0

Give: Give Buccaneer's Breastplate to Zetha
Move: #4: Torture Pit: M:3 B:1 W:1
At This Location:

Boon examine =
1: Protect, Spell 2
2: Spiny Eurypterid, Monster 5

Discard Harrow Deck, examine top 3 of character deck and rearrange
Immortal Dreamstone
Avimar Sorrinash
Heister

Free explore = 1: Protect, Spell 2: Wisdom 6

Spoiler:
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.

Wisdom 1d4 says nope - banished

Scenario discard (Blessing of Abadar)
Discard Blessing of the Spy explore, +1d = 2: Spiny Eurypterid, Monster 5: Combat 21

Spoiler:
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

Reveal Vampiric Backsword +3 1d8+2d6+3, (#Barriers+1) +2, Finesse +1d4, Blessing of the Spy +1d8, discard Master of Masters +2d8
Scenario drops 1d8 to 1d4
Combat 21: 1d8 + 2d6 + 3 + 2 + 1d4 + 1d4 + 2d8 ⇒ (2) + (6, 6) + 3 + 2 + (4) + (3) + (8, 3) = 37 Rerolled by monster power
Combat 21: 1d8 + 2d6 + 3 + 2 + 1d4 + 1d4 + 2d8 ⇒ (1) + (4, 3) + 3 + 2 + (4) + (3) + (1, 4) = 25 Success. Banished
Reload Vampiric Backsword +3 to recharge card#: 1d4 ⇒ 2 (Blessing of the Spy)
AYA damage: 1d4 ⇒ 1 Recharge damage(Blessing of the Vaultmaster)

End of Turn

Recovery

Reset
Discard
Draw up Heister, Avimar Sorrinash, Immortal Dreamstone, Vampiric Backsword +3, Isiem

Summary
Location = #4: Torture Pit
Acquired =
Banished = 1: Protect, 2: Spiny Eurypterid
Examined =

Location =
Acquired =
Banished =
Examined =

Nok-Noks Loot =

From Box =

Displayed =
Plunder =

Give = Buccaneer's Breastplate to Zetha
Used =

SEIZED SHIP:
Add to Chronicle this round:
Total Chronicle Ships:

Other =
"

Nok-Nok wrote:

Hand: Corrosive Backsword +4, Heister, Avimar Sorrinash, Immortal Dreamstone, Vampiric Backsword +3, Isiem,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant:
Local: Ally local powers available
Other: Other:

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 ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]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 ([X] 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][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 Deck handler

At start of Nok-Nok's turn we each got to examine + rearrange top 2 cards of a location. I'll examine Lucrehold.

Top 2 cards of Lucrehold: Flaming Longbow +2, Blood Hag.

Will let Zarlova decide if she wants to rearrange, since she's up next.


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

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

Hand correction, forgot to clear BoAbadar from last scenario, draw replacement: Death's Touch.

On first turn, examine locations #3: Shrine to Norgorber: Blessing of the Gods, Keen Rapier +3, leave in that order. When Poog examines Lucrehold, put the Blood Hag on top. Display Angelic Armor. Receive Buccaneer's Breastplate from Nok.

Turn: Turn 2 / 1 - Blessing of the Gods

At: #2: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
SOT: No pirate in hand, take 1d4 - 1 ⇒ (2) - 1 = 1 damage. Reveal Buccaneer's Breastplate to reduce to 0.

Give: Buccaneer's Breastplate to Poog; I have an armor, but feel free to pass it back if you need the hand space.
Move: No

Explore: 2/Blood Hag, Monster 3, Com 15:

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

BYA Divine 8, The Healing Light: 1d10 + 1d4 + 6 ⇒ (8) + (2) + 6 = 16 - Auto success.

The Healing Light heals itself.

Combat 15, Death's Touch: 1d4 + 6 + 3d6 + 3 ⇒ (4) + 6 + (4, 5, 3) + 3 = 25 - Success.

Display Steal Soul. Zarlova will let someone with better odds try for the longbow, if they want.

Death's Touch: Arcane 13: 1d10 + 6 + 2 ⇒ (7) + 6 + 2 = 15 -> Death's Touch recharged reloaded.

Discard None
Draw Death's Touch, Wand of Restorative Touch

Summary
Location = #2: Lucrehold
Banished = 2/Blood Hag
Other =

Give =
Used =
Other =

Zarlova wrote:

Hand: Vengeful Storm (Loot), Death's Touch, Staff of Greater Necromancy, Staff of Weather (Loot), Wand of Restorative Touch, The Wind and the Waves, Benefaction,

Displayed: Angelic Armor, Steal Soul,
Deck: 13 Discard: 0 Buried: 0
Hero Points: 4
5-6C Mat reroll: unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Incitation, The Healing Light, Lyrune-quah Truthspeaker, Boneshatter, Cure, Grandmother Nightmare, Disintegrate, Nethys's Duality, Mase Darimar (Loot), Urgathoa's Gluttony, Alise Grogblud (Loot), Divine Blaze, Shapechange
Recharged:
Discard Pile:
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 (☐ or Arcane) 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 Deck handler

Out of turn: Blocking 3 fire damage from Blood Hag w/ Snake armor.

Hour: BoG.

Reveal Master of Gales to avoid SOT damage. Stay @ Lucrehold.

Give Buccaneer armor to Zarlova.

Explore Flaming Longbow, which is banished. Discard Ambusher to examine top 3 cards: Potion of Healing, Illusory Wall, Teleportation Trap.

Reorder cards as Illusory Wall, Teleportation Trap, Potion of Healing.

Cast Cauterize 2 on self (discarding Cauterize) to heal 1d4+1. Full heal. Display Leather Armor.

Div 11 to recover Cauterize 2: 1d10 + 5 + 1d6 + 1 ⇒ (8) + 5 + (1) + 1 = 15 - recharged

Poog wrote:

Hand: Master of the Gales, B of Ra, Reed Snake Armor, Eruption, Ambusher, B of Milani, Dryad Sandals,

Displayed: Leather Armor (Core),
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee = Strength +1
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine = Wisdom +2
Survival = Wisdom +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine Weapons [ ]Heavy Armors
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 ([X]+1) to your check that invokes the Animal or Fire trait ([X] 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.
Reroll used?: n

Top 3 cards of Lucrehold are Illusory Wall, Teleportation Trap, Potion of Healing.


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

Fixing hand; misread the Blood Hang and needed to take 3 Fire damage. Draw armor for 1, discard armor and Benefaction for the other 2. Draw Cure to fill the resulting hand slot.

Zarlova wrote:

Hand: Vengeful Storm (Loot), Death's Touch, Staff of Greater Necromancy, Staff of Weather (Loot), Wand of Restorative Touch, The Wind and the Waves, Cure,

Displayed: Steal Soul,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 4
5-6C Mat reroll: unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Disintegrate, Divine Blaze, Boneshatter, Shapechange, Alise Grogblud (Loot), The Healing Light, Nethys's Duality, Incitation, Grandmother Nightmare, Mase Darimar (Loot), Urgathoa's Gluttony, Lyrune-quah Truthspeaker
Recharged:
Discard Pile: Angelic Armor, Benefaction,
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 (☐ or Arcane) 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: 6

Your ship is THE DEVIL’S REMAINS unless otherwise specified.

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.

On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.

After you draw your starting hand, you may draw 2 cards.

When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.

Add 1d4 to your checks against monsters that have the Pirate trait.

For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.

You may choose the ROARING DRAGON as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
ROARING DRAGON
Spoiler:
Roaring Dragon
Ship 4
Class 4

Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.



When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus
Spoiler:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.



During This Scenario: Your ship is anchored at Lucrehold.

At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may examine the top 2 cards of any location deck and return them in any order.

You may not evade henchmen or ignore any of their powers. When you attempt a check against a bane, before the roll, replace your highest die with a d4.

Before each exploration that is not your first of the turn, discard a card.

To win, close all locations.

Additional Rules: Villian: None

Henchmen:

Paralictor Valeria Asperixus
Spoiler:

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

Cannon Golem
Spoiler:

Henchman
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
You may not play spells that have the Attack trait. Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship. If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location. If defeated, you may immediately attempt to close the location this henchman came from.

Cryptic Runes
Spoiler:

Henchman
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Luccaria
Spoiler:

Henchman
Type: Monster
Traits: Human Cleric
To Defeat: Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage. If any character would recharge or discard a spell that has the Divine trait, bury it instead. If defeated, you may immediately attempt to close the location this henchman came from.


Story Banes:

Draugr Captain
Spoiler:

Henchman
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 6

Turn: 4, NokNok/MatsuKurisu

Random Cards:

Monsters
Spoiler:
Lorelei
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 23
Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location must move to this location.

Spoiler:
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:
Giant Sea Anemone
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

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:
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.

Barriers
Spoiler:
Symbol of Insanity
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Spoiler:
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:
Sabotage
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
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:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.

Weapons
Spoiler:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Distance Musket +1
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.

Spoiler:
Saltbox
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

Spoiler:
Furious Broadsword +2
SS
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as a 7.

Spells
Spoiler:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Divine Fortune
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.

Spoiler:
Seamantle
SS
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

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

Armors
Spoiler:
Breastplate of the Deep
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

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

Spoiler:
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:
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.

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

Blessings
Spoiler:
Blessing of 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 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.

Current Hour:

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

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 1 Zarlova/Mhuirich
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Poog/wkover:
Spoiler:
Hourglass Card 2 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 3 NokNok/MatsuKurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 4 Zarlova/Mhuirich
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Poog/wkover:
Spoiler:
Hourglass Card 5 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 6 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.
Hourglass Card 7 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 7 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.
Hourglass Card 8 Poog/wkover:
Spoiler:
Hourglass Card 8 Poog/wkover
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 9 NokNok/MatsuKurisu
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 10 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.
Hourglass Card 11 Poog/wkover:
Spoiler:
Hourglass Card 11 Poog/wkover
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 12 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.
Hourglass Card 13 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 13 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.
Hourglass Card 14 Poog/wkover:
Spoiler:
Hourglass Card 14 Poog/wkover
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 15 NokNok/MatsuKurisu
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.
Hourglass Card 16 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 16 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.
Hourglass Card 17 Poog/wkover:
Spoiler:
Hourglass Card 17 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 NokNok/MatsuKurisu:
Spoiler:
Hourglass 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.
Hourglass Card 19 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 19 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.
Hourglass Card 20 Poog/wkover:
Spoiler:
Hourglass Card 20 Poog/wkover
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.
Hourglass Card 21 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 21 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.
Hourglass Card 22 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 22 Zarlova/Mhuirich
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Poog/wkover:
Spoiler:
Hourglass Card 23 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.
Hourglass Card 24 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 24 NokNok/MatsuKurisu
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.
Hourglass Card 25 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 25 Zarlova/Mhuirich
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Poog/wkover:
Spoiler:
Hourglass Card 26 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.

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

Fort Hazard Card 1:
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.
Fort Hazard Card 2:
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.
Fort Hazard Card 3:
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.
Fort Hazard Card 4:
Luccaria
SS
Henchman 5
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Fort Hazard Card 5:
Nautical Charts
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Fort Hazard Card 6:
Gargiya
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
Fort Hazard Card 7:
Rotgut
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Fort Hazard Card 8:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
None None None

The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

Fort Hazard Card 9:
Tessa Fairwind
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fort Hazard Card 10:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

Location #2: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, Poog/wkover, None
Lucrehold Card 1 (Illusory Wall):
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.
Lucrehold Card 2 (Teleportation Trap):
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Lucrehold Card 3 (Potion of Healing):
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.
Lucrehold Card 4:
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.
Lucrehold Card 5:
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.
Lucrehold Card 6:
Bakekujira
SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
Lucrehold Card 7:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Lucrehold Card 8:
Brine Dragonhide Breastplate
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Location #3: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Shrine to Norgorber Card 1 (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.
Shrine to Norgorber Card 2 (Keen Rapier +3):
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber 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.
Shrine to Norgorber Card 5:
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.
Shrine to Norgorber Card 6:
Paralictor Valeria Asperixus
SS
Henchman 6
Type: Monster
Traits:
Human
Hellknight
To Defeat:
Combat 35
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 7:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Shrine to Norgorber Card 8:
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.
Shrine to Norgorber Card 9:
Pirate Sniper
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Shrine to Norgorber Card 10:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.

Location #4: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, None
Torture Pit Card 1:
Sefina
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Torture Pit Card 2:
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.
Torture Pit Card 3:
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.
Torture Pit Card 4:
Cannon Golem
SS
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Pit Card 5:
Albatross
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Torture Pit 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.
Torture Pit Card 7:
Flaming Falcata +3
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Torture Pit Card 8:
Giant Sea Anemone
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

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: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Enervating Pistol +3
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Plunder Pile Card 2:
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.

Location #6: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 2:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 3:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
Cards Not In the Box Card 4:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
Cards Not In the Box Card 5:
Lady Cerise Bloodmourn
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 6:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 7:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Dark Archive

Deck handler link

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

Out of Turn update:
Banish Immortal Dreamstone, draw
A1: Heartbreak Hinsin, Ally B
A2: Besmaran Priest, Ally B
A3: Haneilius Fitch, Ally 3

Hour: = 4 NokNok/MatsuKurisu: Blessing of Cayden Cailean

Start of Turn
At: #4: Torture Pit: M:3 B:1 W:1
Fortitude 1d10+3+2, (#Monsters+1d4) +3+1d4
Location.SoT: Fortitude 10: 1d10 + 3 + 2 + 3 + 1d4 ⇒ (3) + 3 + 2 + 3 + (1) = 12 Success

Give: No
Move: No
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.

Free explore = 1: Sefina, Ally 4: Charisma 12

Spoiler:
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.

Charisma 1d8 says nope - banished

Scenario discard (A2: Besmaran Priest)
Discard Isiem, examine 3, rearrange then explore =
4: Cannon Golem, Henchman 6
2: Sea Hag
3: Hull Damage

4: Cannon Golem, Henchman 6, Monster: Combat 24

Spoiler:
Traits:
Construct
Golem
To Defeat:
Combat 24
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA Structural damage: 1d4 + 1 ⇒ (3) + 1 = 4 -1 from Buccaneer's Breastplate, (A1: Heartbreak Hinsin, Avimar Sorrinash, Heister)

Reveal Vampiric Backsword +3 1d8+2d6+3, (#Barriers+1) +2, Finesse +1d4, Zarlova reveals Staff of Weather, discards spell +2d8
Scenario drops 1d8 to 1d4
Combat 24: 1d8 + 2d6 + 3 + 2 + 1d4 + 1d8 + 1d4 ⇒ (1) + (5, 3) + 3 + 2 + (1) + (2) + (1) = 18 Use Hero point. 2 Remaining
Combat 24: 1d8 + 2d6 + 3 + 2 + 1d4 + 1d8 + 1d4 ⇒ (3) + (2, 5) + 3 + 2 + (1) + (6) + (2) = 24 Success. Banished
Reload Vampiric Backsword +3 to recharge card#: 1d8 ⇒ 3 (Master of Masters)

#4: Torture Pit
When Closing: Succeed at a Dexterity 11 check.
Dexterity 1d8, (#Monsters+1d4) +3+1d4, Poog discards Blessing of Milani +2d8
Dexterity 11: 1d8 + 3 + 1d4 + 2d8 ⇒ (1) + 3 + (2) + (5, 3) = 14 CLOSED

End of Turn

Recovery

Reset
Discard
Draw up Vampiric Backsword +3, Desna's Freedom, Blessing of Maat, Shadowless Sword

Summary
Location = #4: Torture Pit - CLOSED
Acquired = A1: Heartbreak Hinsin, A2: Besmaran Priest, A3: Haneilius Fitch,
Banished = 1: Sefina, 4: Cannon Golem
Examined = 2: Sea Hag, 3: Hull Damage

Location = #2: Lucrehold
Acquired =
Banished = 1: Illusory Wall
Examined =

Nok-Noks Loot =

From Box = A1: Heartbreak Hinsin, Ally B
A2: Besmaran Priest, Ally B
A3: Haneilius Fitch, Ally 3

Displayed =
Plunder =

Give =
Used = Zarlova reveals Staff of Weather, discards spell , Poog discards Blessing of Milani
Use Hero point. 2 Remaining

SEIZED SHIP:
Add to Chronicle this round:
Total Chronicle Ships:

Other =

"

Nok-Nok wrote:

Hand: Corrosive Backsword +4, A3: Haneilius Fitch, Vampiric Backsword +3, Desna's Freedom, Blessing of Maat, Shadowless Sword,

Displayed:
Deck: 9 Discard: 7 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant:
Local: Ally local powers available
Other: Other:

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 ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]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 ([X] 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][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 link

Turn correction
Redoing Golem fight as I didn't realize we were anchored and so couldn't use Zarlova's staff

4: Cannon Golem, Henchman 6, Monster: Combat 24

Spoiler:
Traits:
Construct
Golem
To Defeat:
Combat 24
You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA Structural damage =4 -1 from Buccaneer's Breastplate, (A1: Heartbreak Hinsin, Avimar Sorrinash, Heister)

Reveal Vampiric Backsword +3 1d8+2d6+3, (#Barriers+1) +2, Finesse +1d4, Poog discards Blessing of Ra +1d8
Scenario drops 1d8 to 1d4
Combat 24: 1d8 + 2d6 + 3 + 2 + 1d4 + 1d4 ⇒ (2) + (2, 6) + 3 + 2 + (1) + (4) = 20 - use paizo reroll
Combat 24: 1d8 + 2d6 + 3 + 2 + 1d4 + 1d4 ⇒ (7) + (2, 6) + 3 + 2 + (3) + (1) = 24 - success. Banished

No change to rest of post above
"

Nok-Nok wrote:

Hand: Corrosive Backsword +4, A3: Haneilius Fitch, Vampiric Backsword +3, Desna's Freedom, Blessing of Maat, Shadowless Sword,

Displayed:
Deck: 9 Discard: 7 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant:
Local: Ally local powers available
Other: Other:

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 ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]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 ([X] 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][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 Deck handler

Out of turn: Discarding Milani and Ra for Nok-Nok.

Poog wrote:

Hand: Master of the Gales, Reed Snake Armor, Eruption, Ambusher, Dryad Sandals,

Displayed: Leather Armor (Core),
Deck: 14 Discard: 2 Buried: 0
Hero Points: 7

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee = Strength +1
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine = Wisdom +2
Survival = Wisdom +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine Weapons [ ]Heavy Armors
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 ([X]+1) to your check that invokes the Animal or Fire trait ([X] 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.
Reroll used?: n


During This Adventure: Adventure Deck Number: 6

Your ship is THE DEVIL’S REMAINS unless otherwise specified.

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.

On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.

After you draw your starting hand, you may draw 2 cards.

When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.

Add 1d4 to your checks against monsters that have the Pirate trait.

For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.

You may choose the ROARING DRAGON as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
ROARING DRAGON
Spoiler:
Roaring Dragon
Ship 4
Class 4

Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.



When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus
Spoiler:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.



During This Scenario: Your ship is anchored at Lucrehold.

At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may examine the top 2 cards of any location deck and return them in any order.

You may not evade henchmen or ignore any of their powers. When you attempt a check against a bane, before the roll, replace your highest die with a d4.

Before each exploration that is not your first of the turn, discard a card.

To win, close all locations.

Additional Rules: Villian: None

Henchmen:

Paralictor Valeria Asperixus
Spoiler:

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

Cannon Golem
Spoiler:

Henchman
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
You may not play spells that have the Attack trait. Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship. If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location. If defeated, you may immediately attempt to close the location this henchman came from.

Cryptic Runes
Spoiler:

Henchman
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Luccaria
Spoiler:

Henchman
Type: Monster
Traits: Human Cleric
To Defeat: Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage. If any character would recharge or discard a spell that has the Divine trait, bury it instead. If defeated, you may immediately attempt to close the location this henchman came from.


Story Banes:

Draugr Captain
Spoiler:

Henchman
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 6

Turn: 5, Zarlova/Mhuirich

Random Cards:

Monsters
Spoiler:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Spoiler:
Pirate Guard
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

Spoiler:
Lorelei
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 23
Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location must move to this location.

Spoiler:
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.

Spoiler:
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.

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

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

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

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

Spoiler:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.

Weapons
Spoiler:
Furious Broadsword +2
SS
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as a 7.

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

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

Spoiler:
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:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spells
Spoiler:
Control Weather
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

Spoiler:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Raise Dead
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

Spoiler:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
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:
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.

Spoiler:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

Spoiler:
Potion of 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:
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:
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:
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.

Spoiler:
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.

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:
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:
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.

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 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 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.

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

Current Hour:

Blessing of Besmara:
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.

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Poog/wkover:
Spoiler:
Hourglass Card 1 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 2 NokNok/MatsuKurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 3 Zarlova/Mhuirich
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Poog/wkover:
Spoiler:
Hourglass Card 4 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 5 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.
Hourglass Card 6 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 6 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.
Hourglass Card 7 Poog/wkover:
Spoiler:
Hourglass Card 7 Poog/wkover
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 8 NokNok/MatsuKurisu
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 9 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.
Hourglass Card 10 Poog/wkover:
Spoiler:
Hourglass Card 10 Poog/wkover
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 11 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.
Hourglass Card 12 Zarlova/Mhuirich:
Spoiler:
Hourglass 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.
Hourglass Card 13 Poog/wkover:
Spoiler:
Hourglass Card 13 Poog/wkover
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 14 NokNok/MatsuKurisu
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.
Hourglass Card 15 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 15 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.
Hourglass Card 16 Poog/wkover:
Spoiler:
Hourglass Card 16 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 17 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.
Hourglass Card 18 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 18 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.
Hourglass Card 19 Poog/wkover:
Spoiler:
Hourglass Card 19 Poog/wkover
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.
Hourglass Card 20 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 20 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.
Hourglass Card 21 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 21 Zarlova/Mhuirich
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Poog/wkover:
Spoiler:
Hourglass Card 22 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.
Hourglass Card 23 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 23 NokNok/MatsuKurisu
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.
Hourglass Card 24 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 24 Zarlova/Mhuirich
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Poog/wkover:
Spoiler:
Hourglass Card 25 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.

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

Fort Hazard Card 1:
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.
Fort Hazard Card 2:
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.
Fort Hazard Card 3:
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.
Fort Hazard Card 4:
Luccaria
SS
Henchman 5
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Fort Hazard Card 5:
Nautical Charts
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Fort Hazard Card 6:
Gargiya
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
Fort Hazard Card 7:
Rotgut
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Fort Hazard Card 8:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
None None None

The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

Fort Hazard Card 9:
Tessa Fairwind
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fort Hazard Card 10:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

Location #2: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, Poog/wkover, None
Lucrehold Card 1 (Illusory Wall):
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.
Lucrehold Card 2 (Teleportation Trap):
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Lucrehold Card 3 (Potion of Healing):
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.
Lucrehold Card 4:
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.
Lucrehold Card 5:
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.
Lucrehold Card 6:
Bakekujira
SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
Lucrehold Card 7:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Lucrehold Card 8:
Brine Dragonhide Breastplate
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Location #3: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Shrine to Norgorber Card 1 (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.
Shrine to Norgorber Card 2 (Keen Rapier +3):
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber 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.
Shrine to Norgorber Card 5:
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.
Shrine to Norgorber Card 6:
Paralictor Valeria Asperixus
SS
Henchman 6
Type: Monster
Traits:
Human
Hellknight
To Defeat:
Combat 35
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 7:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Shrine to Norgorber Card 8:
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.
Shrine to Norgorber Card 9:
Pirate Sniper
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Shrine to Norgorber Card 10:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.

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

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

Plunder Pile Card 1:
Enervating Pistol +3
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Plunder Pile Card 2:
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.

Location #6: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 2:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 3:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
Cards Not In the Box Card 4:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
Cards Not In the Box Card 5:
Lady Cerise Bloodmourn
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 6:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 7:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


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

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

Receive Buccaneer Breastplate from Poog.

Turn: Turn 5 / 1 - Blessing of Besmara

At: #2: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
SOT: No pirate in hand, take 1d4 - 1 ⇒ (3) - 1 = 2 damage. Reveal Buccaneer's Breastplate to reduce to 0.

Give: Buccaneer's Breastplate to Poog; I may need it back if I don't draw one of my pirates.
Move: No

Explore: 1/Illusory Wall, Barrier B, Int/Arc/Wis/Per 6+#:

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.

Arcane 10, Steal Soul: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (4) = 12 - Success.

Examine Teleportation Trap and move to bottom of Lucrehold. Discard The Wind and the Waves; Poog may move if he wishes, then explore.

Explore: 3/Potion of Healing, Item B, Int/Cra 5:

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.

Automatically acquired. Don't need so much healing in hand; banish Wand of Restorative Touch to heal: 1d4 + 1 ⇒ (3) + 1 = 4: everything. Banish Potion of Healing to heal Poog: 1d4 ⇒ 1.

Recover Wand of Restorative Touch: Divine 12: 1d10 + 6 + 2 + 1d4 ⇒ (3) + 6 + 2 + (2) = 13 -> Wand of Restorative Touch recharged.

Discard None
Draw Divine Blaze, The Wind and the Waves

Summary
Location = #2: Lucrehold
Banished = 1/Illusory Wall, 3/Potion of Healing
Other = 2/Teleportation Trap moved to bottom of location.

Give =
Used =
Other =

Zarlova wrote:

Hand: Vengeful Storm (Loot), Death's Touch, Staff of Greater Necromancy, Staff of Weather (Loot), Divine Blaze, The Wind and the Waves, Cure,

Displayed: Steal Soul,
Deck: 14 Discard: 0 Buried: 0
Hero Points: 4
5-6C Mat reroll: unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Disintegrate, Urgathoa's Gluttony, Boneshatter, Alise Grogblud (Loot), Benefaction, Shapechange, Angelic Armor, Lyrune-quah Truthspeaker, Grandmother Nightmare, Nethys's Duality, The Healing Light, Incitation, Mase Darimar (Loot)
Recharged: Wand of Restorative Touch,
Discard Pile:
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 (☐ or Arcane) 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 link

correcting
Bury A3: Haneilius Fitch on close of Torture Pit

Draw Ederleigh Baines at hand reset

"

Nok-Nok wrote:

Hand: Corrosive Backsword +4, Ederleigh Baines, Vampiric Backsword +3, Desna's Freedom, Blessing of Maat, Shadowless Sword,

Displayed:
Deck: 8 Discard: 7 Buried: 1
Hero Points: 3
NOTES:
Available Support: Distant:
Local: Ally local powers available
Other: Other:

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 ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]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 ([X] 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][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 d4 | DEX d6 | CON d6 | INT d10 +3 (Craft +2; Know +2; Arcane +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Correcting turn; needed to discard The Wind and the Waves to bless vs the barrier, which means I didn't have it in hand to explore, so the Potion of Healing is still on top of #2: Lucrehold, and Poog doesn't heal a card. Hand remains the same.


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

Hour: Hshurha.

SOT @ Lucrehold: Reveal pirate to avoid damage.

Give armor to Zarlova.

Explore Potion.

Int 5: 1d6 ⇒ 2 - acquired using Nok's Maat blessing (+3)

Asking Nok-Nok for Maat. Maat is discarded, Nok heals 2. I heal 1 (Milani).

Discard Ambusher to explore top 3 of Lucrehold: Pearl of Wisdom, Werecrocodile, Bakekujira. Leave cards in that order.

Banish Potion to heal myself. # of cards healed?: 1d4 ⇒ 2 full heal

Poog wrote:

Hand: Master of the Gales, Vengeful Storm, Reed Snake Armor, Eruption, B of Ra, Cauterize 2, Dryad Sandals,

Displayed: Leather Armor (Core),
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee = Strength +1
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine = Wisdom +2
Survival = Wisdom +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine Weapons [ ]Heavy Armors
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 ([X]+1) to your check that invokes the Animal or Fire trait ([X] 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.
Reroll used?: n

Nok-Nok discards Maat and heals 2. Top 3 cards of Lucrehold are Pearl of Wisdom, Werecrocodile, Bakekujira, unless Zarlova wants to rearrange. Armor given to Zarlova.

Dark Archive

Deck handler link

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

Out of Turn update:
Discard Blessing of Maat for Poog, heal 2
card#: 1d8 ⇒ 1 (Harrow Deck)
card#: 1d7 ⇒ 7 (Blessing of Maat)

Hour: = 2 NokNok/MatsuKurisu: Blessing of Asmodeus

Start of Turn
At: #4: Torture Pit: M:3 B:1 W:1
Fortitude 1d10+3+2, (#Monsters+1d4) +3+1d4
Location.SoT: Fortitude 10: 1d10 + 3 + 2 + 3 + 1d4 ⇒ (4) + 3 + 2 + 3 + (1) = 13 Success

Give: No
Move: #3: Shrine to Norgorber: M:3 B:1 W:2
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.

Free explore = 1: Blessing of the Gods - Acquired

Discard ac Blessing of the Gods explore = 2: Keen Rapier +3, Weapon 5: Strength 13

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

Strength 1d8+3, (#Monsters+1d4) +3+1d4
Strength 13: 1d8 + 3 + 3 + 1d4 ⇒ (8) + 3 + 3 + (4) = 18- Acquired

Scenario.Bury Swashbuckler (ac Keen Rapier +3) Recharge: 1d4 ⇒ 4
Card NOT recharged: 1d7 ⇒ 6 (Heister)
Card NOT recharged: 1d6 ⇒ 4 (A1: Heartbreak Hinsin)
Card NOT recharged: 1d5 ⇒ 1 (Blessing of Abadar)

Discard Desna's Freedom, move to #1: Fort Hazard: M:3 B:1 W:1 and explore = 1: Pirate Captain, Monster B: Combat 18(12+6)

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

BYA recharge (Shadowless Sword)
Reveal Vampiric Backsword +3 1d8+2d6+3, (#Barriers+1) +2, Finesse +1d4,
Scenario drops 1d8 to 1d4
Combat 18: 1d4 + 2d6 + 3 + 2 + 1d4 ⇒ (4) + (4, 6) + 3 + 2 + (2) = 21 - Banished
AYA 2 Sturctural damage = Buccaneer's Breastplate -1, discard(Ederleigh Baines)
Reload Vampiric Backsword +3 to recharge card#: 1d6 ⇒ 5 (Desna's Freedom)

End of Turn

Recovery

Reset
Discard
Draw up Vampiric Backsword +3, Armor of Skulls, Keen Spiked Chain, Blessing of Maat, Blessing of the Spy

Summary
Location = #3: Shrine to Norgorber
Acquired = 1: Blessing of the Gods, 2: Keen Rapier +3
Banished =
Examined =

Location = #1: Fort Hazard
Acquired = 1: Pirate Captain,
Banished =
Examined =

Nok-Noks Loot =

From Box =

Displayed =
Plunder =

Give =
Used =

SEIZED SHIP:
Add to Chronicle this round:
Total Chronicle Ships:

Other = move to #1: Fort Hazard: M:3 B:1 W:1

"

Nok-Nok wrote:

Hand: Corrosive Backsword +4, Vampiric Backsword +3, Armor of Skulls, Keen Spiked Chain, Blessing of Maat, Blessing of the Spy,

Displayed:
Deck: 11 Discard: 5 Buried: 2
Hero Points: 3
NOTES:
Available Support: Distant: Blessings Available
Local: Ally local powers available
Other: Other:

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 ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]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 ([X] 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][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

"


During This Adventure: Adventure Deck Number: 6

Your ship is THE DEVIL’S REMAINS unless otherwise specified.

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.

On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.

After you draw your starting hand, you may draw 2 cards.

When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.

Add 1d4 to your checks against monsters that have the Pirate trait.

For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.

You may choose the ROARING DRAGON as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
ROARING DRAGON
Spoiler:
Roaring Dragon
Ship 4
Class 4

Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.



When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus
Spoiler:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.



During This Scenario: Your ship is anchored at Lucrehold.

At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may examine the top 2 cards of any location deck and return them in any order.

You may not evade henchmen or ignore any of their powers. When you attempt a check against a bane, before the roll, replace your highest die with a d4.

Before each exploration that is not your first of the turn, discard a card.

To win, close all locations.

Additional Rules: Villian: None

Henchmen:

Paralictor Valeria Asperixus
Spoiler:

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

Cannon Golem
Spoiler:

Henchman
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
You may not play spells that have the Attack trait. Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship. If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location. If defeated, you may immediately attempt to close the location this henchman came from.

Cryptic Runes
Spoiler:

Henchman
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Luccaria
Spoiler:

Henchman
Type: Monster
Traits: Human Cleric
To Defeat: Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage. If any character would recharge or discard a spell that has the Divine trait, bury it instead. If defeated, you may immediately attempt to close the location this henchman came from.


Story Banes:

Draugr Captain
Spoiler:

Henchman
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 6

Turn: 8, Zarlova/Mhuirich

Random Cards:

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

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

Spoiler:
Lorelei
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 23
Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location must move to this location.

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

Spoiler:
Gargoyle Sniper
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

Barriers
Spoiler:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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

Spoiler:
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.

Weapons
Spoiler:
Grayflame Mace +2
SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.

Spoiler:
Sword Cane Pistol +2
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

Spoiler:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Flaming Longbow +2
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

Spoiler:
Venomous Pike +2
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spells
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:
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:
Safe Harbor
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Righteousness
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

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

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

Spoiler:
Hellknight Armor
SS
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
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:
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:
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.

Spoiler:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

Spoiler:
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:
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.

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:
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:
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:
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.

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:
Sefina
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.

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

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

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

Spoiler:
Blessing of 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.

Current Hour:

Blessing of Asmodeus:
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Poog/wkover:
Spoiler:
Hourglass Card 1 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 NokNok/MatsuKurisu:
Spoiler:
Hourglass 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.
Hourglass Card 3 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 3 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.
Hourglass Card 4 Poog/wkover:
Spoiler:
Hourglass Card 4 Poog/wkover
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 5 NokNok/MatsuKurisu
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 6 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.
Hourglass Card 7 Poog/wkover:
Spoiler:
Hourglass Card 7 Poog/wkover
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 8 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.
Hourglass Card 9 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 9 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.
Hourglass Card 10 Poog/wkover:
Spoiler:
Hourglass Card 10 Poog/wkover
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 11 NokNok/MatsuKurisu
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.
Hourglass Card 12 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 12 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.
Hourglass Card 13 Poog/wkover:
Spoiler:
Hourglass Card 13 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 NokNok/MatsuKurisu:
Spoiler:
Hourglass 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.
Hourglass Card 15 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 15 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.
Hourglass Card 16 Poog/wkover:
Spoiler:
Hourglass Card 16 Poog/wkover
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.
Hourglass Card 17 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 17 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.
Hourglass Card 18 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 18 Zarlova/Mhuirich
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Poog/wkover:
Spoiler:
Hourglass Card 19 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.
Hourglass Card 20 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 20 NokNok/MatsuKurisu
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.
Hourglass Card 21 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 21 Zarlova/Mhuirich
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Poog/wkover:
Spoiler:
Hourglass Card 22 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.

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

Fort Hazard Card 1:
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.
Fort Hazard Card 2:
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.
Fort Hazard Card 3:
Luccaria
SS
Henchman 5
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Fort Hazard Card 4:
Nautical Charts
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Fort Hazard Card 5:
Gargiya
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
Fort Hazard Card 6:
Rotgut
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Fort Hazard Card 7:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
None None None

The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

Fort Hazard Card 8:
Tessa Fairwind
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fort Hazard Card 9:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

Location #2: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, Poog/wkover, None
Lucrehold Card 1 (Pearl of Wisdom):
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.
Lucrehold Card 2 (Werecrocodile):
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.
Lucrehold Card 3 (Bakekujira):
Bakekujira
SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
Lucrehold Card 4:
Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Lucrehold Card 5:
Brine Dragonhide Breastplate
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Lucrehold Card 6 (Teleportation Trap):
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.

Location #3: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
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.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber Card 4:
Paralictor Valeria Asperixus
SS
Henchman 6
Type: Monster
Traits:
Human
Hellknight
To Defeat:
Combat 35
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 5:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Shrine to Norgorber Card 6:
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.
Shrine to Norgorber Card 7:
Pirate Sniper
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Shrine to Norgorber Card 8:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.

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

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

Plunder Pile Card 1:
Enervating Pistol +3
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Plunder Pile Card 2:
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.

Location #6: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 2:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 3:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
Cards Not In the Box Card 4:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
Cards Not In the Box Card 5:
Lady Cerise Bloodmourn
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 6:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 7:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


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

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

Receive Buccaneer Breastplate from Poog.

Turn: Turn 8 / 0 - Blessing of Asmodeus

At: #2: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
SOT: No pirate in hand, take 1d4 - 1 ⇒ (4) - 1 = 3 damage. Reveal Buccaneer's Breastplate to reduce to 0.

Give: No
Move: No

Explore: 1/Pearl of Wisdom, Item B, Wis 7:

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.

Wisdom 7, Steal Soul: 1d10 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8 - Success.

Acquired magic, examine top of deck: Benefaction, draw into hand and discard along with Pearl of Wisdom to explore.

Explore: 2/Werecrocodile, Monster 3, Com 18:

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.

Combat 18, Death's Touch, Steal Soul, Attack: 1d4 + 6 + 3d6 + 3 + 1d4 + 2 ⇒ (4) + 6 + (1, 3, 3) + 3 + (1) + 2 = 23

Discard The Wind and the Waves along with Vengeful Storm, choose not to move, and explore.

Explore: 3/Bakekujira, Monster 6, Com 22 OR Wis/Div 16:

SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.

BYA Combat damage: 1d4 ⇒ 3 - reveal Breastplate to reduce to 0.

Combat 22, Divine Blaze vs Undead, Steal Soul, Attack: 1d4 + 6 + 4d8 + 1d4 + 2 ⇒ (1) + 6 + (8, 5, 6, 4) + (4) + 2 = 36

Zarlova ends her turn.

Zarlova attempts to recover all cards in her Recovery pile.
Death's Touch: Arcane 13: 1d10 + 6 + 2 + 1d4 ⇒ (7) + 6 + 2 + (3) = 18 -> Death's Touch recharged reloaded.
Divine Blaze: Divine 14: 1d10 + 6 + 2 + 1d4 ⇒ (6) + 6 + 2 + (2) = 16 -> Divine Blaze recharged reloaded.

Zarlova resets her hand.

Discard None
Draw Death's Touch, Divine Blaze, Disintegrate

Summary
Location = #2: Lucrehold
Acquired = 1/Pearl of Wisdom
Banished = 2/Werecrocodile, 3/Bakekujira
Other =

Give =
Used =
Other =

Zarlova wrote:

Hand: Cure, Buccaneer's Breastplate, Staff of Greater Necromancy, Staff of Weather (Loot), Death's Touch, Divine Blaze, Disintegrate,

Displayed: Steal Soul,
Deck: 12 Discard: 4 Buried: 0
Hero Points: 4
5-6C Mat reroll: unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Grandmother Nightmare, Angelic Armor, Boneshatter, Nethys's Duality, Alise Grogblud (Loot), Shapechange, The Healing Light, Urgathoa's Gluttony, Lyrune-quah Truthspeaker, Mase Darimar (Loot), Incitation
Recharged: Wand of Restorative Touch,
Discard Pile: Benefaction, Pearl of Wisdom, The Wind and the Waves, Vengeful Storm (Loot),
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 (☐ or Arcane) 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 Deck handler

Out of turn - Poog owes 1d4 combat damage from Bak BYA. damage taken?: 1d4 ⇒ 3 - recharge leather armor for 1, discard Dryad Sandals and Vengeful Storm. The party also owes 1d4+1 struc damage from Bak AYA. Struc damage?: 1d4 + 1 ⇒ (1) + 1 = 2 - blocked by Bucc armor and our ship ability. (Since we're at anchored location, ship ability can be used.)

Hour: Hshurha.

SOT reveal pirate to avoid Lucrehold damage. Stay at Lucrehold and explore, encounter Cryptic Runes henchman.

Cryptic Runes:

Cryptic Runes
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Asking Zarlova to use Staff of Weather (discarding a spell). Also have Nok's Maat in the wings if needed.

Int 10 w/ staff (one 1d8 changed to 1d4): 1d6 + 1d8 + 1d4 ⇒ (3) + (5) + (3) = 11 - defeated

Banish Master of the Gales to close Lucrehold.

Poog wrote:

Hand: Flork Fumblepot, Angelstep, Reed Snake Armor, Eruption, B of Ra, Cauterize 2, Huntsman's Greatsword +2,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Hero Points: 7
"NOTES:
Available Support: Flork adds 1d4+4 to local check."

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee = Strength +1
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine = Wisdom +2
Survival = Wisdom +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine Weapons [ ]Heavy Armors
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 ([X]+1) to your check that invokes the Animal or Fire trait ([X] 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.
Reroll used?: n

Lucrehold is closed. Zarlova's staff used.

Since closed Lucrehold is occupied, Pirate mosters are 5 easier to defeat. This includes the SOT Draugr on Nok's turn.

Dark Archive

Deck handler link

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

Out of Turn update:

Hour: = 2 NokNok/MatsuKurisu: Blessing of Asmodeus

Start of Turn
At: #1: Fort Hazard: M:3 B:1 W:1
Location.SoT: Encounter Draugr Captain: Henchman: Combat 27

Spoiler:
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Lucrehold -5DC
BYA recharge (Corrosive Backsword +4, Armor of Skulls, Blessing of Maat, Blessing of the Spy, Keen Spiked Chain) Draw(Blessing of the Vaultmaster, Harrow Deck, Master of Masters, Cerulean Mastermind, The Lost Harrows)
Reveal Vampiric Backsword +3 1d8+2d6+3, (#Barriers+1) +2, Finesse +1d4, vs undead +1d4, vs Pirate +1d4, Discard Master of Masters +2d8
Scenario drops 1d8 to 1d4
Combat 22(27-5): 1d8 + 2d6 + 3 + 2 + 1d4 + 1d4 + 1d4 + 1d8 + 1d4 ⇒ (2) + (3, 5) + 3 + 2 + (1) + (1) + (2) + (2) + (4) = 25

Give: No
Move: No
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.

Display The Lost Harrows(Survival)

Free explore = 1: Becalmed, Barrier 2: Survival 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.

The Lost Harrows(Survival) 1d12+3, (#Barriers+1) +2
Survival 8: 1d12 + 3 + 2 ⇒ (4) + 3 + 2 = 9 - Banished

Bury Harrow Deck, examine 3 and rearrange
4: Nautical Charts, Item B
2: Dagger Pistol +1, Weapon 2
3: Luccaria, Henchman 5 - Cannot be encounter if >3 other cards in deck :-(

Discard Cerulean Mastermind explore = 4: Nautical Charts, Item B: Survival 7

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

The Lost Harrows(Survival) 1d12+3, (#Monsters+1d4) +3+1d4
Survival 7: 1d12 + 3 + 2 + 3 + 1d4 ⇒ (1) + 3 + 2 + 3 + (3) = 12 - Acquired

End of Turn
Recharge ac Nautical Charts, move to #4: Torture Pit
Fortitude 1d10+3+2, (#Monsters+1d4) +3+1d4
Location.EoT: Fortitude 10: 1d10 + 3 + 2 + 3 + 1d4 ⇒ (3) + 3 + 2 + 3 + (2) = 13 Success

Recovery

Reset
Discard
Draw up Blessing of Zon-Kuthon, Heister, A1: Heartbreak Hinsin, Blessing of Abadar

Summary
Location = #1: Fort Hazard
Acquired = 4: Nautical Charts
Banished = 1: Becalmed
Examined = 2: Dagger Pistol +1, 3: Luccaria, Henchman 5 - Cannot be encounter if >3 other cards in deck :-(

Nok-Noks Loot =

From Box =

Displayed =
Plunder =

Give =
Used =

SEIZED SHIP:
Add to Chronicle this round:
Total Chronicle Ships:

Other = move to #4: Torture Pit

"

Nok-Nok wrote:

Hand: Vampiric Backsword +3, Blessing of the Vaultmaster, Blessing of Zon-Kuthon, Heister, A1: Heartbreak Hinsin, Blessing of Abadar,

Displayed: The Lost Harrows,
Deck: 8 Discard: 7 Buried: 3
Hero Points: 3
NOTES:
Available Support: Distant: Blessings Available
Local: Ally local powers available
Other: Other:

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 ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]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 ([X] 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][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

"


During This Adventure: Adventure Deck Number: 6

Your ship is THE DEVIL’S REMAINS unless otherwise specified.

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.

On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.

After you draw your starting hand, you may draw 2 cards.

When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.

Add 1d4 to your checks against monsters that have the Pirate trait.

For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.

You may choose the ROARING DRAGON as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
ROARING DRAGON
Spoiler:
Roaring Dragon
Ship 4
Class 4

Check to Defeat
Dexterity
Melee
7
OR
Wisdom
Survival
9

When Encountered
Before you act, recharge 1d4 allies that do not have the Pirate trait.
When Commanding
Add 1d4 to your checks against allies that have the Pirate trait.

When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
At the start of your turn, discard an ally.



When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

If you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Apparatus of the Octopus
Spoiler:

Ship 5
Class 5

Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12

When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

Check to Repair
Arcane
Craft
6

When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.



During This Scenario: Your ship is anchored at Lucrehold.

At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may examine the top 2 cards of any location deck and return them in any order.

You may not evade henchmen or ignore any of their powers. When you attempt a check against a bane, before the roll, replace your highest die with a d4.

Before each exploration that is not your first of the turn, discard a card.

To win, close all locations.

Additional Rules: Villian: None

Henchmen:

Paralictor Valeria Asperixus
Spoiler:

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

Cannon Golem
Spoiler:

Henchman
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
You may not play spells that have the Attack trait. Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship. If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location. If defeated, you may immediately attempt to close the location this henchman came from.

Cryptic Runes
Spoiler:

Henchman
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Luccaria
Spoiler:

Henchman
Type: Monster
Traits: Human Cleric
To Defeat: Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage. If any character would recharge or discard a spell that has the Divine trait, bury it instead. If defeated, you may immediately attempt to close the location this henchman came from.


Story Banes:

Draugr Captain
Spoiler:

Henchman
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 6

Turn: 11, Zarlova/Mhuirich

Random Cards:

Monsters
Spoiler:
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.

Spoiler:
Pirate Guard
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

Spoiler:
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:
Bakekujira
SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.

Spoiler:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
None None None

The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.


Barriers
Spoiler:
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:
Sabotage
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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

Spoiler:
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.

Weapons
Spoiler:
Spellsword +2
SS
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.

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

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

Spoiler:
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:
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.

Spells
Spoiler:
Shapechange
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Spoiler:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

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

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

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:
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.

Spoiler:
Skeleton Anchor
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.

Spoiler:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

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

Allies
Spoiler:
Barracuda Aiger
SS
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate
To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.

Spoiler:
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.

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:
Arronax Endymion
SS
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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.

Blessings
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.

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

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

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

Current Hour:

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

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Poog/wkover:
Spoiler:
Hourglass Card 1 Poog/wkover
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 2 NokNok/MatsuKurisu
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 3 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.
Hourglass Card 4 Poog/wkover:
Spoiler:
Hourglass Card 4 Poog/wkover
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 5 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.
Hourglass Card 6 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 6 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.
Hourglass Card 7 Poog/wkover:
Spoiler:
Hourglass Card 7 Poog/wkover
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 8 NokNok/MatsuKurisu
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.
Hourglass Card 9 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 9 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.
Hourglass Card 10 Poog/wkover:
Spoiler:
Hourglass Card 10 Poog/wkover
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 NokNok/MatsuKurisu:
Spoiler:
Hourglass 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.
Hourglass Card 12 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 12 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.
Hourglass Card 13 Poog/wkover:
Spoiler:
Hourglass Card 13 Poog/wkover
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.
Hourglass Card 14 NokNok/MatsuKurisu:
Spoiler:
Hourglass 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.
Hourglass Card 15 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 15 Zarlova/Mhuirich
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Poog/wkover:
Spoiler:
Hourglass Card 16 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.
Hourglass Card 17 NokNok/MatsuKurisu:
Spoiler:
Hourglass Card 17 NokNok/MatsuKurisu
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.
Hourglass Card 18 Zarlova/Mhuirich:
Spoiler:
Hourglass Card 18 Zarlova/Mhuirich
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Poog/wkover:
Spoiler:
Hourglass Card 19 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.

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

Fort Hazard Card 1 (Dagger Pistol +1):
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.
Fort Hazard Card 2 (Luccaria):
Luccaria
SS
Henchman 5
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Fort Hazard Card 3:
Gargiya
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
Fort Hazard Card 4:
Rotgut
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Fort Hazard Card 5:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
None None None

The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

Fort Hazard Card 6:
Tessa Fairwind
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fort Hazard Card 7:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.

Location #2: Lucrehold
Closed
At This Location: If this locatoin is occupied, the difficulty to defeat banes that have the Pirate trait at any locatoin is decreased by 5.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zarlova/Mhuirich, Poog/wkover, None

Location #3: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Shrine to Norgorber Card 1:
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.
Shrine to Norgorber Card 2:
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.
Shrine to Norgorber Card 3:
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.
Shrine to Norgorber Card 4:
Paralictor Valeria Asperixus
SS
Henchman 6
Type: Monster
Traits:
Human
Hellknight
To Defeat:
Combat 35
Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Shrine to Norgorber Card 5:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Shrine to Norgorber Card 6:
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.
Shrine to Norgorber Card 7:
Pirate Sniper
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Shrine to Norgorber Card 8:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.

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

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

Plunder Pile Card 1:
Enervating Pistol +3
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Plunder Pile Card 2:
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.

Location #6: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 2:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 3:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
Cards Not In the Box Card 4:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
Cards Not In the Box Card 5:
Lady Cerise Bloodmourn
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 6:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Cards Not In the Box Card 7:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


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

Turn Order: Zarlova/Mhuirich, Poog/wkover, Nok-Nok/Matsu Kurisu,
Out of Turn Updates: On Poog's turn, discard Death Touch for Staff of Weather.

Turn: Turn 11 / 0 - Blessing of the Gods

At: #2: Lucrehold
At This Location: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
SOT: None

Give: No
Move: #3: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.

Cure myself before first exploration, heal: 1d4 + 1 ⇒ (1) + 1 = 2: (The Wind and the Waves, Benefaction). Deck shuffled.

Explore: 1/Blessing of Erastil, Blesing B, Dex 4 OR Div 5:

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.

Auto-acquired. Hold on and not explore so as to try to have two blessings to banish.

Recover Cure: Divine 8: 1d10 + 6 + 2 + 1d4 ⇒ (9) + 6 + 2 + (3) = 20 -> Cure recharged.

Discard None
Draw Lyrune-quah Truthspeaker

Summary
Location = #3: Shrine to Norgorber
Acquired = 1/Blessing of Erastil
Banished =
Other =

Give =
Used =
Other =

Zarlova wrote:

Hand: Divine Blaze, Disintegrate, Buccaneer's Breastplate, Staff of Greater Necromancy, Staff of Weather (Loot), Lyrune-quah Truthspeaker, Blessing of Erastil,

Displayed: Steal Soul,
Deck: 14 Discard: 3 Buried: 0
Hero Points: 4
5-6C Mat reroll: unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mase Darimar (Loot), Urgathoa's Gluttony, Nethys's Duality, The Wind and the Waves, Shapechange, Alise Grogblud (Loot), The Healing Light, Benefaction, Grandmother Nightmare, Boneshatter, Angelic Armor, Wand of Restorative Touch, Incitation
Recharged: Cure,
Discard Pile: Pearl of Wisdom, Vengeful Storm (Loot), Death's Touch,
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 (☐ or Arcane) 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 Deck handler

Hour: Gozreh.

Move to Shrine, encounter Blessing of the Gods. Auto-acquire.

Discard Angelstep, cast Cauterize on self to heal. # cards healed?: 1d4 + 1 ⇒ (4) + 1 = 5 - full heal

Div 11 recovery: 1d10 + 5 + 1d6 + 1 ⇒ (3) + 5 + (5) + 1 = 14 - recharge

Poog wrote:

Hand: Flork Fumblepot, Blessing of the Gods, Reed Snake Armor, Eruption, B of Ra, B of Achaekek, Huntsman's Greatsword +2,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 7
"NOTES:
Available Support: Flork adds 1d4+4 to local check."

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Melee = Strength +1
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine = Wisdom +2
Survival = Wisdom +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine Weapons [ ]Heavy Armors
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 ([X]+1) to your check that invokes the Animal or Fire trait ([X] 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.
Reroll used?: n

Dark Archive

Deck handler link

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

Out of Turn update:

Hour: = 2 NokNok/MatsuKurisu: Blessing of Norgorber

Start of Turn
At: #4: Torture Pit: M:3 B:1 W:1
Fortitude 1d10+3+2, (#Monsters+1d4) +3+1d4
Location.SoT: Fortitude 10: 1d10 + 3 + 2 + 3 + 1d4 ⇒ (1) + 3 + 2 + 3 + (1) = 10 Success

Give: No
Move: #1: Fort Hazard: M:3 B:1 W:1
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.

Free explore = 1: Dagger Pistol +1, Weapon 2: Dexterity 9

Spoiler:
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.

Dexterity 1d8, (#Barriers+1) +2, (#Monsters+1d4) +3+1d4
Dexterity 9: 1d8 + 2 + 3 + 1d4 ⇒ (1) + 2 + 3 + (3) = 9 - Acquired

Discard A1: Heartbreak Hinsin explore + swashbuckling on combat = 2: Luccaria, Henchman 5: Combat 19

Spoiler:
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Can not be evaded due to scenario rule :-) Assuming the damage still applies
BYA damage: 1d4 + 1 ⇒ (3) + 1 = 4 Nok-Nok recharge(Blessing of the Vaultmaster, Blessing of Abadar, Heister, ac Dagger Pistol +1)
Reveal Vampiric Backsword +3 1d8+3+2d6+3, (#Barriers+1) +2, Finesse +1d4, Recharge Blessing of Zon-Kuthon +2d8
Combat 19: 1d8 + 3 + 2d6 + 3 + 2 + 1d4 + 2d8 ⇒ (5) + 3 + (5, 5) + 3 + 2 + (4) + (2, 1) = 30 - Banished
Reload Vampiric Backsword +3, recharge card#: 1d8 ⇒ 2 (Isiem)

Location #1: Fort Hazard
When Closing: Bury your discard pile. (A2: Besmaran Priest, Avimar Sorrinash, ac Blessing of the Gods, Ederleigh Baines, Master of Masters, Cerulean Mastermind, A1: Heartbreak Hinsin

When Permanently Closed: discard blessings: 1d4 ⇒ 4
Hourglass Card 3 Zarlova/Mhuirich:
Hourglass Card 4 Poog/wkover:
Hourglass Card 5 NokNok/MatsuKurisu:
Hourglass Card 6 Zarlova/Mhuirich:

Zarlova's hour = Hourglass Card 7 Poog/wkover

End of Turn

Recovery

Reset
Discard
Draw up Vampiric Backsword +3, Shadowless Sword, Desna's Freedom, Corrosive Backsword +4, Armor of Skulls, Keen Spiked Chain

Summary
Location = #1: Fort Hazard - CLOSED
Acquired = 1: Dagger Pistol +1
Banished = 2: Luccaria
Examined =

Nok-Noks Loot =

From Box =

Displayed =
Plunder =

Give =
Used =

SEIZED SHIP:
Add to Chronicle this round:
Total Chronicle Ships:

Other = Zarlova's hour = Hourglass Card 7 Poog/wkover

"

Nok-Nok wrote:

Hand: Vampiric Backsword +3, Shadowless Sword, Corrosive Backsword +4, Keen Spiked Chain, Armor of Skulls, Desna's Freedom,

Displayed: The Lost Harrows,
Deck: 9 Discard: 0 Buried: 10
Hero Points: 3
NOTES:
Available Support: Distant: Blessings Available
Local: Ally local powers available
Other: Other:

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 ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]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 ([X] 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][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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