
wkover - Poog |

After Nok-Nok's SOT struc damage, will cast Cure on self. # of cards healed?: 1d4 + 1 ⇒ (2) + 1 = 3. Random cards healed = B of Elements, B of Milani, Reformarium Servant.
Div 8 recharge?: 1d10 + 3 ⇒ (10) + 3 = 13 - yes, Cure recharged
Hand: Zar's Fireblade, Erutaki Coat, Stone Axe +1, B of Kelizandri,
Displayed:
Deck: 12 Discard: 6 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 []+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

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Turn Order - Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover,
Discard Blessing of the Gobs for Poog. Not Steal Blessing
Heal 2 from Poog (
healed card 1: 1d7 ⇒ 2 - Magnifying Glass
healed card 2: 1d6 ⇒ 3 - Blessing of the Ancients
Kama
Magnifying Glass
Blessing of the Ancients
Thieves' Tools
ac Blessing of the Gods
Stalking Armor
Blessing of the Gobs
Blessing = 0 / Blessing of the Gods
Start of Turn
SOT Structural damage: 1d4 - 1 ⇒ (1) - 1 = 0
Reduce SD Wisdom per 3: 1d4 ⇒ 4- Total 0 structural damage ( )
At: #5: Raker Shoals
Give: No
Move: #4: Fringes of the Eye
Free explore = 1: Wave Crash, Henchman 1, Barrier, Veteran, Fortitude 6 (5+1)
BYA, 1d4-1 Structural damage: 1d4 - 1 ⇒ (3) - 1 = 2
- Recharge (Spider, Reformarium Servant)
Location Barrier DC +3
Fortitude 1d10+2, Nok-Nok (#Barriers+1) +5,
Fortitude 9: 1d10 + 2 + 5 ⇒ (3) + 2 + 5 = 10 - Banished
When Closing: Drowning Spikes Trap, Barrier 1, Disable 7
Location Barrier DC +3
Disable 1d10, Nok-Nok (#Barriers+1) +5, Poog B of Kelizandri +1d10
Disable 10: 1d10 + 5 + 1d10 ⇒ (10) + 5 + (4) = 19 - Banished
[b]WE WIN[/b}

BR Nathan Davis |

5-1C: THE DEVIL AND THE STORM
Development:
In the distance, just beyond the storm and the turbulent waves, a bright, silver light shines like a welcoming beacon. You let it lead you out of the storm to calmer waters. Looking behind, you see the sea tossing and turning like a restless sleeper caught in a nightmare. You eventually lose track of the silver light, but at least you escaped the storm.
After some time, you come across another strange sight: a massive stone building floating on the sea. Pieces of it have been torn asunder and scattered across several islands. Maybe one of these fragments could offer shelter for the night.
You’ve had worse ideas, though at the moment you’re hard pressed to think of one.
Reward:
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
Acquisitions:
Besmaran Priest (Ally B)
Rosie Cusswell (Ally 1)
Crimson Cogward (Ally 1)
Dolphin (Ally B)
Leather Armor (Armor B)
Magic Wooden Armor (Armor 1)
Blessing of the Gods (Blessing B)
Blessing of Gorum (Blessing B)
Blessing of Erastil (Blessing B)
Blessing of Milani (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Confusion (Spell B)
Fear (Spell B)
Hydraulic Push (Spell 1)

BR Nathan Davis |

5-1D: IN THIEVES’ WAKE
Like flotsam caught in the current, a stone ruin floats and bobs on the shaky sea. Although major portions of the structure are missing, you can tell that it was once a castle. A wall rests on one small island, a tower on another. As you watch these pieces float around you, you piece the castle back together in your mind. You decide to approach and investigate the derelict building.
The ship creaks and groans as you drop anchor by the largest intact section of the castle. You almost expect your ship to collapse from exhaustion as you step on to the island. You approach the structure’s walls, its crenellations battered and broken. A tattered banner hangs from the wall, bearing the same winged serpent symbol you found earlier at an abandoned fort. When you make your way inside, you find similar furnishings to the fort, albeit far worse for the wear.
Unlike the fort, however, this place is not abandoned. A man stands motionless at the far end of an empty room, staring at a cracked wall. You call out to him, and he turns toward you. His face is a bloody mess, falling apart as his flesh rots away from his very skull. The man lets out a terrifying screech and soon, another screech echoes from beyond in response. His shambling corpse lunges forward, but you are quick to cut it down. Further in the castle you hear hurried footsteps and more frantic screeches. You run.
Outside, the scene is grim. Undead swarm the island, clambering on the castle walls and climbing on to the Feathered Devil. The mass of undead converges upon you and you fight your way through, leaving behind a pile of bodies and a pool of blood running into the sea. Those bastards took your ship! They’re smarter than you gave them credit for, but if you’re quick enough, you can swim to the next island and catch them.
DURING THIS SCENARIO
Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Arron Ivy
Villain 1
Type: Monster
Traits: Undead Ghast
To Defeat: Combat 11 THEN Combat 13
Arron Ivy is immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3. If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 10
If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait. If defeated, you may immediately attempt to close the location this henchman came from.
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Ruffian
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.

BR Nathan Davis |

I still need to either draw a basic for one of you or a plunder
During This Adventure: Adventure Deck Number: 1
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
During This Scenario: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
Arron Ivy
Villain 1
Type: Monster
Traits: Undead Ghast
To Defeat: Combat 11 THEN Combat 13
Arron Ivy is immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3. If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 10
If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait. If defeated, you may immediately attempt to close the location this henchman came from.
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Ruffian
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 1, Zarlova/Mhuirich
Monsters
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.
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
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.
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Barriers
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
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.
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6 The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Weapons
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.
Spells
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
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.
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Item B
Traits:
Object
Magic To Acquire:
Strength 7 Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Item B
Traits:
Accessory
Swashbuckling
Elite To Acquire:
Wisdom
Survival 4 Reveal this card to add the Swashbuckling trait to your check.
Allies
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6 Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 29
Blessings Deck
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, Varian/dinketry, Poog/wkover, Zarlova/Mhuirich, None
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
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.
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 10 If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait.
If defeated, you may immediately attempt to close the location this henchman came from.
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_
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.
Monster 1
Traits:
Aberration
Plant
Elite
To Defeat:
Combat 10 The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
Ally P
Traits:
Goblin
Alchemist To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5 Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Diplomacy check.
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.
Location #2: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
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.
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.
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.
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.
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.
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.
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.
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #3: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Feathered Devil anchored
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12 Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: None
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
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.
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9 Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
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.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
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.
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
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.
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
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.
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
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.
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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Varian will remain at the Festhall.
Hand: Rapier, Arnisant, Fire Snake, Steal Book, Mind Thrust, Blessing of the Elements,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: T-shirt reroll: Not used; Game Mat draw: Not used; I'd like to use Steal Book on a (nice) spell or card with the Book trait. Use my blessing freely if it will recharge; otherwise, please reserve it for villains/henchmen/closures only.
Sideboard cards:
Dexterity d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([ ] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
"

wkover - Poog |

Note: We all have to start @ Sea Fort, since ship is anchored there.
Hand: B of Green Faith 2, Cure, Green Maiden, Erutaki Coat, B of Kelizandri,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 []+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
I'll be heading to Lonely Island, since only one monster there (villain or henchman) and I don't have any weapons or attack spells yet.

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Nok-Nok/Matsu Kurisu - 5-1D: IN THIEVES’ WAKE
Card Upgrade
= Blessing of Abadar in, Blessing of the Spy 2 out
Ship vote
= Feathered Devil
Starting Plunder vote
= normal plunder
Starting Location
= #3: Sea Fort
=> Will move to #5 Lonely Bay or #2: Scar Bay
Hand: Thieves' Tools, Blessing of the Spy, Spider, Compass, Dogslicer, ,
Displayed: , , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes:
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +0
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
"Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

Mhuirich - Zarlova |

Hand: Pyrotechnic Blast, Burning Snot, Blessing of the Gods 1, Magical Child, Blessing of the Spellbound 2, Fireblade,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.
Heading to Scar Bay.

Mhuirich - Zarlova |

Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry,
Blessing = 0/Blessing of the Gods
Start of Turn
At: #3: Sea Fort
Give: No
Move: #2: Scar Bay
Free explore = 1/Giant Frog, Monster 1, Combat 9
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Discard Burning Snot
Combat 9: 1d10 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13 Defeated!
Recharge Divine 7: 1d10 + 4 ⇒ (10) + 4 = 14 Recharged.
Choosing to recharge to bottom of deck, trying to dig out Holy Light. Discard Magical Child to explore again.
Explore = 2/Potion of Heroism, Item 1, Int/Craft 7
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.
Craft 7: 1d10 + 2 ⇒ (7) + 2 = 9 Acquired.
Discard BoG to explore again.
Explore = 3/Drowning Spikes Trap, Barrier 1, Dex/Disable 7
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.
Ugh, of course it's a barrier my new spell can't help with. Display Potion of Heroism.
Dex 7: 2d6 ⇒ (4, 5) = 9 Defeated!
End of Turn
Banish Potion of Heroism.
Draw Sage, Holy Light, Cure
Summary
Location = #2: Scar Bay
Acquired =
Banished = 1/Giant Frog, 2/Potion of Heroism, 3/Drowning Spikes Trap
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Pyrotechnic Blast, Blessing of the Spellbound 2, Sage, Holy Light, Cure, Fireblade,
Displayed:
Deck: 7 Discard: 2 Buried: 0
Notes: Use Blessing if it can be recharged.
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.

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Top card of the hourglass: Blessing of Erastil. Move to Festhall.
Having escaped the confines of the Feathered Devil, Varian finds it odd to be racing along the disjointed fortress ruins, desperately trying to return to the ship.
"This existence is a paradoxical one at times," Varian muses to his canine companion.
Free explore and encounter Force Missile. I'll take my chances at grabbing this with Varian's skills.
Arcane (4) Check: 1d12 + 2 + 1 ⇒ (11) + 2 + 1 = 14 Auto-SUCCESS!
Arnisant woofs sagely, digging a bone scroll case out from the debris under a ruined banquet table. The dog presents it to the wizard.
"Why, a magical spell of power! Thank you, dear friend. I wonder if you would be so kind as to search further for more such treasures?" Varian asks graciously of the animal.
Recharge Arnisant to explore again with a bonus to combat. Encounter Ambrose "Fishguts" Kroop.
The dog growls and barks at a large form in stained clothing lying unmoving in another room. Expecting an undead horror, Varian advances cautiously into a miasma of foul odour.
Poog, could I recharge your Blessing of Green Faith please?
Charisma (6) Check: 2d6 ⇒ (4, 6) = 10 SUCCESS!
Assailed by the stench of fish guts, the wizard smiles as he realises the form shudders with snores. A gentle nudge wakes the fishmonger.
"This is not a safe place for a nap, friend. Join me and the crew of my ship, or surely the denizens of this accursed place will feast on your soul." The fishmonger agrees with the wisdom of Varian's words and collects his belongings from below his makeshift table.
Discard Ambrose "Fishguts" Kroop for another explore with Swashbuckling added to non-combat checks. Encounter Blunderbuss. Gain 1d4 bonus from the location for this check (for the Swashbuckling trait).
The cook presents a firearm with a flared muzzle to Varian in thanks. Varian looks confused but pleased.
"I don't know what to say..." he begins.
Dexterity (8) Check: 1d8 + 1d4 ⇒ (1) + (1) = 2 FAIL!
The wizard gives the gun a shake, revealing the tell-tale sound of water sloshing within the firearm's sensitive mechanisms.
"....but I think this gun is ruined and useful only as a weapon of bludgeoning, my good man. Perhaps you'd be best to hold onto it."
End turn and reset hand.
Hand: Rapier, Force Missile, Fire Snake, Steal Book, Mind Thrust, Blessing of the Elements,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: T-shirt reroll: Not used; Game Mat draw: Not used; I'd like to use Steal Book to grab a (nice) spell or item with the Book trait. Use my blessing freely if it will recharge; otherwise, use it only for villain/henchmen/closure checks.
Sideboard cards:
Dexterity d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([ ] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die."

wkover - Poog |

OOT - recharge B of Green Faith for Varian.
Move to Lonely Island and explore, encounter B of Pharasma. Get 1d4 bonus since I'm all by my lonesome.
As he steps ashore and finds himself awash in divinity, Poog muses that the island is a lot less lonely with a bumpy friend by your side.
Div 5 to acquire: 1d10 + 3 + 1d4 ⇒ (9) + 3 + (1) = 13 - blessing acquired
Maiden discarded to explore again, encounter Falcata.
Mel 7 to acquire: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3 - failed, weapon banished
Poog stumbles across a weapon and puts it in Seven's mouth for safekeeping. Thirty seconds later, it's nowhere to be found.
The toad whistles and arches his brow, clearly having not eaten the weapon. At all.
Hand: B of Green Faith 1, Cure, B of Pharasma, Erutaki Coat, B of Kelizandri,
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Kelizandri adds 2 dice vs. card w/ Aquatic trait.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 []+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

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Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,
Blessing = 3 / Blessing of the Gods
Start of Turn
At: #1: Festhall
Give: No
Move: #2: Scar Bay
Free explore = 4: Giant Rock Crab, Monster 1, Aquatic, Combat 13
Reveal Dogslicer 1d8+1+1d6, (#Barriers+1) +3, Finesse +1d4, Discard Spider +1d4
Combat 13: 1d8 + 1 + 1d6 + 3 + 1d4 + 1d4 ⇒ (6) + 1 + (5) + 3 + (3) + (1) = 19
Rerolled Combat 13: 1d8 + 1 + 1d6 + 3 + 1d4 + 1d4 ⇒ (2) + 1 + (3) + 3 + (2) + (4) = 15 - Banished
Discard Compass explore = 5: Besmaran Priest, Ally B, Charisma 6
Charisma 6: 1d8 ⇒ 1- Banished
Discard Blessing of the Spy explore +1d = 6: Sea Hag, Monster B, Aquatic, Combat 11
BYA - No spells :-)
Reveal Dogslicer 1d8+1+1d6, (#Barriers+1) +3, Finesse +1d4, Blessing of the Spy +1d8
Combat 11: 1d8 + 1 + 1d6 + 3 + 1d4 + 1d8 ⇒ (1) + 1 + (1) + 3 + (3) + (8) = 17- Banished
End of Turn
Closed location. No card move
Draw
Summary
Location = #2: Scar Bay
Acquired =
Banished = 4: Giant Rock Crab, 5: Besmaran Priest, 6: Sea Hag
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Thieves' Tools, Dogslicer, Sword Cane, Kama, Blessing of the Gobs, ,
Displayed: , , , , , ,
Deck: 7 Discard: 3 Buried: 0
Notes: BoGobs: +1d any check. Will steal to of blessings deck. Available
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +0
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
"Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

BR Nathan Davis |

Starting Plunder: 1d6 ⇒ 4
Item
During This Adventure: Adventure Deck Number: 1
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
During This Scenario: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
Arron Ivy
Villain 1
Type: Monster
Traits: Undead Ghast
To Defeat: Combat 11 THEN Combat 13
Arron Ivy is immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3. If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 10
If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait. If defeated, you may immediately attempt to close the location this henchman came from.
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Ruffian
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 5, Zarlova/Mhuirich
Monsters
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15 Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
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.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6 All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.
Barriers
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.
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.
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
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.
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Weapons
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic To Acquire:
Dexterity
Ranged
Craft 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spells
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Armors
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.
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.
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 3 Recharge this card to reduce Combat damage dealt to you by 1.
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Item B
Traits:
Book To Acquire:
Wisdom
Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply.
Allies
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally B
Traits:
Animal
Aquatic
Elite To Acquire:
Wisdom
Survival 8 Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 1
Traits:
Halfling
Fighter
Pirate To Acquire:
Charisma
Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 25
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Varian/dinketry, None
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 10 If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait.
If defeated, you may immediately attempt to close the location this henchman came from.
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_
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.
Monster 1
Traits:
Aberration
Plant
Elite
To Defeat:
Combat 10 The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
Ally P
Traits:
Goblin
Alchemist To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5 Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Diplomacy check.
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.
Location #2: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, Zarlova/Mhuirich, None
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.
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.
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #3: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Feathered Devil anchored
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: None
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
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.
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9 Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
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.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/wkover, None
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.
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
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.
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
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.
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Location #7: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.

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Nok-Nok - out of turn update
Correction: Doggslicer discarded on a 1 roll on 1d6 vs Sea hag
Discard Dogslicer.
Extra end of turn card: Blessing of the Ancients
Hand: Thieves' Tools, Blessing of the Ancients, Sword Cane, Kama, Blessing of the Gobs, ,
Displayed: , , , , , ,
Deck: 6 Discard: 4 Buried: 0
Notes: BoAncients: +1 on any check. Recharge is current blessing is basic. BoGobs: +1d any check. Will steal to of blessings deck. Available
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +0
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
"Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

Mhuirich - Zarlova |

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Blessing = 0/Blessing of the Gods
Start of Turn
At: #2: Scar Bay
Give: No
Move: No
Zarlova is briefly impressed with the goblin's performance against the crab, only revise her opinion as his weapon falls apart while dispatching the hag.
Free explore = 1/Swamp Ghoul, Monster B, Combat 11
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.
Holding Holy Light in case of Henchman. Dicard Fireblade, borrow Blessing of the Green Faith from Poog.
Combat 11: 1d10 + 4 + 2d4 + 1d10 ⇒ (7) + 4 + (4, 1) + (4) = 20 Banished
Recharge Fireblade Divine 8: 1d10 + 4 ⇒ (2) + 4 = 6 Discarded
A ghoul rises up against them only to fall to Zarlova's firey power.
Discard Sage to explore.
Explore = 2/Archer's Bracers, Item 1, Dex/Ranged 7
Auto fail. Discard BoSP to explore.
The ghoul's departing form reveals a pair of bracers that look useful... for someone else.
Explore = 3/Pirate Hunting, Barrier B
Face. Palm.
Draw Owlbeartross, Monster P, Combat 13 THEN Combat 15.
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15 Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
Zarlova pushes ahead, perhaps foolishly, as a gigantic, undead Owlbeartross screams it's rage against both of them. The little goblin prepares to face it, only to find his path blocked by its Grindylow henchmen. "This is going to be close..."
Pausing to allow Nok-Nok to fight

wkover - Poog |

Out of turn - recharging BoGF for Zarlova.
Hand: Cure, B of Pharasma, Erutaki Coat, B of Kelizandri,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Kelizandri adds 2 dice vs. card w/ Aquatic trait.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 []+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

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Nok-Nok - during Zarlova's turn
Riptide Grindylow, Aberration, Goblin, Aquatic, Combat 11
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.
Reveal Sword Cane(stealth) 1d8+3+1d6, (#Barriers+1) +3, Finesse +1d4
Combat 11: 1d8 + 3 + 1d6 + 3 + 1d4 ⇒ (2) + 3 + (6) + 3 + (1) = 15- Success
Owlbeartross Monster P, Combat 17(13+4) Then 19 (15+4)
Combat check#1
Discard Sword Cane(stealth) 1d8+3+2d6, (#Barriers+1) +3, Finesse +1d4,
Combat 17: 1d8 + 3 + 2d6 + 3 + 1d4 ⇒ (2) + 3 + (5, 6) + 3 + (1) = 20 - Success
Recharge Blessing of the Ancients on Zarlova's check
Hand: Thieves' Tools, ,, Kama, Blessing of the Gobs, ,
Displayed: , , , , , ,
Deck: 7 Discard: 6 Buried: 0
Notes: BoAncients: +1 on any check. Recharge is current blessing is basic. BoGobs: +1d any check. Will steal to of blessings deck. Available
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +0
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
"Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

Mhuirich - Zarlova |

The goblin cuts the gridylow down, which only enranges the Owlbeartross further. He cuts deeply into the monstrosity, and his heroism inspires Zarlova, filling her with the energy of her forebears. She unleashes the divine light of Nethys upon its unnatural undead form...
Combat 19: 1d10 + 4 + 2d12 + 1d10 ⇒ (7) + 4 + (3, 9) + (9) = 32 Banished
Owlbeartross's "if defeated" power reveals and banishes Henchman Slippery Syl Lonegan.
Recharge Divine 8: 1d10 + 4 ⇒ (2) + 4 = 6 Discarded ):
A wall of Nethys' madness and fury disintegrates the hulking brute, purifying its tourtured soul. Exhausted, she turns to Nok-Nok with a grateful look. "My thanks, little one."
Play cure.
Cure: 1d4 + 1 ⇒ (2) + 1 = 3
Select discard: 1d6 ⇒ 3 Fireblade
Select discard: 1d5 ⇒ 1 Magical Child
Select discard: 1d4 ⇒ 2 Sage
Recharge Divine 8: 1d10 + 4 ⇒ (1) + 4 = 5 Discarded D:
Attempting location close
Divine 8: 1d10 + 4 ⇒ (7) + 4 = 11 Closed!
End of Turn
Draw Flame Staff, Sage, Burning Snot, Fireblade, Blessing of the Gods 2
Summary
Location = #2: Scar Bay
Acquired =
Banished = 1/Swamp Ghoul, 2/Archer's Bracers, 3/Pirate Hunting, 4/Slippery Syl Lonegan
Examined =
From Box = 1/Owlbeartross
Displayed =
Give =
Used =
Other = Scar Bay is closed
Hand: Pyrotechnic Blast, Flame Staff, Sage, Burning Snot, Fireblade, Blessing of the Gods 2,
Displayed:
Deck: 5 Discard: 4 Buried: 0
Notes: Please save Blessing for Poog so I can be healed to try and recover Cure.
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.

BR Nathan Davis |

During This Adventure: Adventure Deck Number: 1
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
During This Scenario: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
Arron Ivy
Villain 1
Type: Monster
Traits: Undead Ghast
To Defeat: Combat 11 THEN Combat 13
Arron Ivy is immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3. If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 10
If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait. If defeated, you may immediately attempt to close the location this henchman came from.
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Ruffian
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 6, Varian/dinketry
Monsters
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15 Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
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.
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8 If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Barriers
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.
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.
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.
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.
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Weapons
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spells
Spell B
Traits:
Magic
Arcane
Divine
Mental
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell P
Traits:
Magic
Arcane To Acquire:
Constitution
Fortitude 6 Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6 Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5 For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Items
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.
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.
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.
Item B
Traits:
Book To Acquire:
Wisdom
Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply.
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Allies
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.
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.
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6 Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Ally B
Traits:
Half-Elf
Bard
Elite To Acquire:
Charisma
Diplomacy 6 Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
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.
Blessings
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 24
Blessings Deck
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Varian/dinketry, None
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 10 If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait.
If defeated, you may immediately attempt to close the location this henchman came from.
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_
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.
Monster 1
Traits:
Aberration
Plant
Elite
To Defeat:
Combat 10 The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
Ally P
Traits:
Goblin
Alchemist To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5 Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Diplomacy check.
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.
Location #2: Scar Bay
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, Zarlova/Mhuirich, None
Location #3: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Feathered Devil anchored
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
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.
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9 Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
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.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/wkover, None
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.
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
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.
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
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.
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Location #7: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.

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Top card of hourglass: BotG.
Varian continues to race through the large banquet halls, the masts of the Feathered Devil floating tantalisingly close past a too-small window.
"This way!" Varian gallantly says to no one in particular.
Free explore and encounter Owlbear Hartshorn. Discard Force Missile for this.
Combat (10) Check: 1d12 + 1 + 2 + 2d4 ⇒ (8) + 1 + 2 + (3, 3) = 17 SUCCESS!
A hulking human form, half of its head skinned to the skull, lunges at the wizard from the nearest doorway. Varian replies with a barrage of force blasts that separate the remainder of its head from its undead body.
Closure: summon the henchman Buccaneer (which is undead per the scenario).
Close behind the fallen hulking undead follows the grey and waterlogged remains of a former sailor. Unfortunately, the call of undeath (and for warm flesh) calls to it as well. Varian readies his rapier.
Check to defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
Combat (8+2) Check: 1d8 + 3 + 2d4 ⇒ (6) + 3 + (2, 4) = 15 SUCCESS!
Varian runs through the undead pirate and races out of the banquet hall intent upon catching a passing boat.
I will auto-fail the Charisma/Diplomacy 8 Check to draw allies; I already got an Ally 1 from this location. Location closed! Reset hand.
Hand: Rapier, Eando Kline, Fire Snake, Steal Book, Mind Thrust, Blessing of the Elements,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: T-shirt reroll: Not used; Game Mat draw: Not used; Use my blessing freely if it will recharge; otherwise use it for henchmen/villain/closures only please.
Sideboard cards:
Dexterity d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([ ] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die."

wkover - Poog |
1 person marked this as a favorite. |

Poog doesn't mind being alone with his thoughts, as they're usually about food, amphibians, and the delicious intersection of the two.
Flip B of Erastil. Stay at Lonely Island and explore, encounter Large Chest. Use Zarlova's B of Gods, which is discarded. Then Zarlova heals 2 cards.
Mel 11 (10+1) w/ Zar blessing, island bonus, my Pharasma: 1d8 + 1 + 1d4 + 1d8 + 1d8 ⇒ (3) + 1 + (2) + (1) + (8) = 15 - success
Poog scrapes a finger's width of grease from the surface of his toad familiar, and uses the lubricant to coax open a discovered chest.
# of weapons drawn?: 1d4 ⇒ 1
I looked it up, and reroll can be used on any die roll - not just a check. So I'm rerolling the 1d4 w/ my mat perk, trying to get more weapons.
# of weapons drawn? (2nd try): 1d4 ⇒ 1 - ah well
Got a Shock Musket +1 - weapon 1!
Hand: Shock Musket +1, Cure, B of Gobs, Erutaki Coat, B of Kelizandri,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Kelizandri adds 2 dice vs. card w/ Aquatic trait.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 []+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

Mhuirich - Zarlova |

Out of turn, discard BoG for Poog, heal 2
Cure: 1d5 ⇒ 3 Holy Light
Cure: 1d4 ⇒ 3 Cure
Hand: Pyrotechnic Blast, Flame Staff, Sage, Burning Snot, Fireblade,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: 3/5 Blessings in my discard, but got my Cure back, whew!
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.

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Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,
Blessing = 2 / Blessing of Gorum
Start of Turn
At: #2: Scar Bay
Give: No
Move: #5: Lonely Island
Poog casts Cure Heal 1d4+1: 1d4 + 1 ⇒ (1) + 1 = 2
healed card 1: 1d5 ⇒ 1 - Spider
healed card 2: 1d4 ⇒ 4 - Sword Cane
Spider
Compass
Blessing of the Spy
Dogslicer
Sword Cane
Free explore = 2: Bucket Brigade, Barrier B,
Traits: Task, Fire, Elite To Defeat: Constitution / Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage.
Fortitude 1d10+2, (#Barriers+1) +4
Fortitude 6: 1d10 + 2 + 4 ⇒ (7) + 2 + 4 = 13 - Success. Barrier defeated
Poog must succeed at a Constitution / Fortitude 6 check
Edit after Poog check
Bury Blessing of the Gobs on Poog's check. Recharge 3 / Blessing of Achaekek
Heal 2 from playing a blessing on Poogs check
healed card 1: 1d3 ⇒ 1 - Compass
healed card 2: 1d2 ⇒ 1 - Blessing of the Spy
Compass
Blessing of the Spy
Dogslicer
End of Turn
Draw Magnifying Glass, Spider, Blessing of the Ancients
Summary
Location = #5: Lonely Island
Acquired =
Banished = 2: Bucket Brigade
Examined =
From Box = Blessing Timer - 3 / Blessing of Achaekek
Displayed =
Give =
Used = Poog casts Cure
Other = Poog must succeed at a Constitution / Fortitude 6 check
Hand: Thieves' Tools, Kama, Blessing of the Ancients, Magnifying Glass, Spider, ,
Displayed: , , , , , ,
Deck: 8 Discard: 1 Buried: 1
Notes: BoAncients: +1D any checks. Recharges if current blessing is BASIC. Available.
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +0
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
"Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

wkover - Poog |

Out of turn - Cure cast on Nok-Nok. Div 8 recharge?: 1d10 + 3 ⇒ (2) + 3 = 5 - fail, spell discarded
Poog spent yesterday covering the deck in smooth water, because it was fun to slide around atop the ship's lumber. Who knew it was whale oil, and that Nok-Nok would be juggling torches the next morning?
Out of turn - Facing Bucket Bridage. Using Nok's B of Gobs. He buries blessing, recharges blessing from top of blessing deck (blessing #3, Achaekek), then heals 2 cards.
Con 6 w/ fire bonus, Nok's Gobs: 1d8 + 1d6 + 1d8 ⇒ (4) + (2) + (1) = 7 - pass
The goblin doesn't understand the concern over fire (the best!), but he washes down the deck in brine to keep everyone else happy.
Hand: Shock Musket +1, B of Gobs, Erutaki Coat, B of Kelizandri,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Kelizandri adds 2 dice vs. card w/ Aquatic trait.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 []+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Blessing timer is now off by one. @Nok-Nok - You'll need to redo your draw, since you stole blessing and were healed before hand reset.

Mhuirich - Zarlova |

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Blessing = 4 / Blessing of the Gods
Start of Turn
At: #2: Scar Bay
Give: No
Move: #3: Sea Fort
Zarlova heads back to the ship because she heard it was on fire. Must have been some other ship, as the fort looks deserted...
Free explore = 1/Quartermaster, Ally B, Cha/Dip 8
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Auto fail. Discard Sage to explore again.
She finds the quartermaster doing an inventory of the hold. Her softened attitude toward Nok-Nok does not extend to the pirate, and he gruffly press-gangs her Sage into helping out.
Explore = 2/Falcata +1, Weapon 1, Str/Mel 10
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.
Auto fail.
Zarlova trips over a spare sword in her haste to escape physical labor. It skitters across the deck, falling into the bay with a splash. The Quatermaster's eyes turn upward in dispair, and the Sage give her such a dirtly look at being abandonded that she hastens off to her room to hide.
End of Turn
Draw Holy Light, Cure
Summary
Location = #3: Sea Fort
Acquired =
Banished = 1/Quartermaster, 2/Falcata +1
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Pyrotechnic Blast, Flame Staff, Holy Light, Burning Snot, Fireblade, Cure,
Displayed:
Deck: 5 Discard: 4 Buried: 0
Notes: Cure in hand, come use if needed, but I'm a wipeout away from dying.
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.

BR Nathan Davis |

During This Adventure: Adventure Deck Number: 1
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
During This Scenario: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
Arron Ivy
Villain 1
Type: Monster
Traits: Undead Ghast
To Defeat: Combat 11 THEN Combat 13
Arron Ivy is immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3. If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 10
If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait. If defeated, you may immediately attempt to close the location this henchman came from.
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Ruffian
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 10, Varian/dinketry
Monsters
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13 Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
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.
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10 All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8 If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Barriers
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.
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.
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6 The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Weapons
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
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.
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Spells
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.
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.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Armors
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5 For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
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.
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
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.
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Allies
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 4 Recharge this card to add 1d4 to your non-combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 1
Traits:
Dragon
Aquatic
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.
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.
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 19
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Festhall
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Varian/dinketry, None
Location #2: Scar Bay
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, Feathered Devil anchored
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12 Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
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.
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9 Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
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.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, Poog/wkover, None
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
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.
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
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.
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Location #7: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.

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Top card of the hourglass: Blessing of Cayden Cailean. Move to the Docks. At start of my turn, reveal Eando Kline and recharge Mind Thrust to examine top card of location - Zombie.
Varian breaks out of the ruined structure of the sea fortress to an open-air series of piers. He can see the ship floating by ---- is it on fire! Varian's companion taps him on the shoulders, alerting him to a slow-shuffling corpse just around the corner of a rampart, oblivious to the wizard and company.
Use Rapier for this check.
Combat (9) Check: 1d8 + 3 + 2d4 ⇒ (3) + 3 + (2, 4) = 12 SUCCESS!
Varian slips around the corner and skewers the moaning corpse, shoving it into the waters between the stony finger-like piers.
Per the location, recharge Eando Kline to explore again. Encounter Smuggler.
Unfortunately, Varian's gallant derring-do leaves him wide open to attack for the zombie located strategically just out of sight of the first zombie. It crashes into the wizard, hands grasping at the wizard's clothes and gear.
Display which card?: 1d4 ⇒ 3 Steal Book. Whew - use Rapier for this check as well.
Combat (9) Check: 1d8 + 3 + 2d4 ⇒ (1) + 3 + (2, 4) = 10 SUCCESS! Discard Steal Book.
Varian pushes the hungry undead away as it rakes through one of his journals, tearing pages of notes free from the bindings.
"And for that, you have my eternal condemnation above and beyond the fact that you are an undead abomination!" Varian swears as he stabs multiple times into the unfeeling zombie.
Discard Blessing of the Elements and explore again. Encounter Leather Armor.
As the second zombie falls, Varian takes a second look at the leather jacket draped uselessly about the zombie's frame.
"Yes, I think I will," Varian vows.
Constitution (2) Check: 1d4 ⇒ 2 SUCCESS!
Just as he swings the musty leather jacket around his shoulders, Varian spies the Feathered Devil drifting past a nearly-tangible launch point! Whatever fire on board that he thought he spied has since gone out.
End turn. Reset hand.
Hand: Rapier, Leather Armor, Fire Snake, Acid Jet, Flame Staff, Blessing of the Spellbound,
Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: T-shirt reroll: Not used; Game Mat draw: Not used; Use my Blessing of the Spellbound freely if it will recharge; otherwise, use only for henchmen/villain/closures.
Sideboard cards:
Dexterity d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([ ] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die."

wkover - Poog |

Flip BoG. I have an armor to banish, so I'll head to Sea Fort and explore. Encounter Chain Mail.
Con 3 to acquire w/ revealed coat: 1d8 + 1 ⇒ (5) + 1 = 6 - armor acquired
As the sun sets, the final ray of dusk reflects off a linked chain coat in the mail room. Poog has mail!
Bury B of Gobs to explore again, steal top blessing (B of Abadar), then recharge it. Encounter dagger.
Dex 3 to acquire: 1d4 ⇒ 3 - dagger acquired
Preparing for the evening feast, Poog snatches a giant metal toothpick and slips it into his horsehide boot.
Discard dagger, draw up.
Hand: Shock Musket +1, Chain Mail, Cloud Puff, Erutaki Coat, B of Kelizandri,
Displayed:
Deck: 10 Discard: 4 Buried: 1
Notes:Cloud Puff ignores BYA + AYA for any bane. Kelizandri adds 2 dice vs. card w/ Aquatic trait.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 []+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Blessing timer is now off by one.

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Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,
Blessing = 3 / Blessing of the Gods
Start of Turn
At: #5: Lonely Island
Give: No
Move: #4: Ghol-Gan Ruins
Recharge Magnifying Glass, top of deck (Stalking Armor) Do not shuffle
Free explore = 1: Longsword, Weapon B, Strength 6
Strength 6: 1d8 + 1 ⇒ (8) + 1 = 9 - Acquired
Discard Spider examine, then may explore = 2: Sailor, Ally B, Charisma 6
Charisma 6: 1d8 ⇒ 4 - Banished
End of Turn
Discard Longsword
Draw Stalking Armor, Reformarium Servant
Summary
Location = #4: Ghol-Gan Ruins
Acquired = 1: Longsword
Banished = 2: Sailor
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Thieves' Tools, Kama, Blessing of the Ancients, Stalking Armor, Reformarium Servant, ,
Displayed: , , , , , ,
Deck: 8 Discard: 3 Buried: 1
Notes: BoAncients: +1D any checks. Recharges if current blessing is BASIC. Available.
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +0
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
"Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

Mhuirich - Zarlova |

No armor or ally, so I'll take my chances at the ruins.
Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Blessing = 4 / Blessing of Pharasma
Start of Turn
At: #3: Sea Fort
Give: No
Move: #4: Ghol-Gan Ruins
Cure: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Divine 8: 1d10 + 4 ⇒ (8) + 4 = 12
Free explore = 3/Hull Damage, Barrier 1, Intelligence/Craft 6+1
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.
Zarlova starts to leave the ship to head to the ruins, but starts to slip on the waterlogged decking. She decides what it needs is some good hot fire to dry it out.
Sigh. Finally a barrier I can use my spell on and it calls for a skill I don't suck at. Cost of defeat is bad, so using it anyway: Pyrotechnic Blast for Divine +2d4.
Divine 7: 1d10 + 4 + 2d4 ⇒ (1) + 4 + (1, 1) = 7 Ahem. Defeated.
Recharge Divine 8: 1d10 + 4 ⇒ (3) + 4 = 7 Failed.
The blast is weak and just barely manages to steam out enough water to resecure her footing. "Boats," she muses, "such a ridiculous way to get around..."
End of Turn
Draw Blessing of the Spellbound 1, Tussah Silk Coat
Summary
Location = #4: Ghol-Gan Ruins
Acquired =
Banished = 3/Hull Damage
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Blessing of the Spellbound 1, Flame Staff, Holy Light, Burning Snot, Fireblade, Tussah Silk Coat,
Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes: Blessing available for recharge on Arcane/Divine
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.

BR Nathan Davis |

During This Adventure: Adventure Deck Number: 1
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
During This Scenario: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
Arron Ivy
Villain 1
Type: Monster
Traits: Undead Ghast
To Defeat: Combat 11 THEN Combat 13
Arron Ivy is immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3. If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 10
If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait. If defeated, you may immediately attempt to close the location this henchman came from.
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Ruffian
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 14, Varian/dinketry
Monsters
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
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_
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10 All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
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
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7 Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
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.
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.
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.
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Weapons
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.
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.
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. 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.
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic To Acquire:
Dexterity
Ranged
Craft 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Spells
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.
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 3 Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6 Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor P
Traits:
Shield
Firearm To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9 For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Items
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.
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Wisdom
Divine 9 Reveal this card to add 1d6 to your check against a card with the Animal trait.
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.
Item B
Traits:
Object
Magic To Acquire:
Strength 7 Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
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
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 14
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Festhall
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Scar Bay
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/wkover, Feathered Devil anchored
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12 Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, Zarlova/Mhuirich, None
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.
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9 Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
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.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
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.
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Varian/dinketry, None
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
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.
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Location #7: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.

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Top card of hourglass: Blessing of Sivanah. Move to Sea Fort.
Varian jumps across the water, landing with ease on the deck of the Feathered Devil. He looks around.
”Where is everyone?” he asks Poog.
Just then, the ship jolts to a halt, sending Varian and the Zarongel faithful crashing into a heap.
Free explore and encounter Magic Wooden Armor.
Constitution (3) Check: 1d4 ⇒ 3 SUCCESS!
Varian races to the side of the ship and looks down. He spots a strange suit of untarnished wooden armor floating amidst flotsam. He successfully fishes it out with his walking stick.
”Odder and odder still,” Varian mutters.
Discard Blessing of the Spellbound to explore again. Encounter Zombie.
A familiar undead form lunges at Varian from the drink - it’s the zombie he tossed in the waters a few minutes prior!
”A persistent pest requires a permanent solution,” the wizard remarks, stabbing down viciously with his rapier.
Combat (9) Check: 1d8 + 3 + 2d4 ⇒ (6) + 3 + (4, 3) = 16 SUCCESS! I’ll take another exploration based on the location power and encounter Bloodbug.
A horribly bloated parasite buzzes into view from amidst the flotsam, its needle-like snout aimed at the wizard!
Discard Acid Jet for this.
Combat (9) Check: 1d12 + 2 + 1d6 ⇒ (8) + 2 + (1) = 11 SUCCESS! Explore again and encounter Buckler.
Varian blasts the blood-sucking parasite with a gout of acidic ichor, dropping it with a sickly splash into the waters. He spies one more bit of useful gear floating nearby.
Constitution (3) Check: 1d4 ⇒ 4 SUCCESS! Bury Buckler to use Varian’s EOT ability to draw Steal Book to his hand and shuffle all the other spells into his deck. End turn. Reset hand.
He turns back to Poog again, pocket shield in hand. ”Well? Where is everyone?”

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Hand update: Rapier, Fire Snake, Leather Armor, Magic Wooden Armor, Steal Book, Flame Staff. I’m going to use Steal Book to swipe a spell or a Book item (if they are nice).

wkover - Poog |

Varian's ruckus wakes Poog from a restful meditation. Impressed at the carnage, the goblin gives the wizard a low five.
Stay @ Sea Fort and explore, encounter Ruffian henchman.
A prickly pirate queen climbs aboard the ship, hunting for coin. If only I had a weapon instead of this stupid stick-holder.
Varian grimaces. "Use your gun! Your gun!"
Huh.
Poog empties his stick collection from the gun's muzzle and fires.
Combat 8 (7+1) w/ buried musket: 1d4 + 1d10 + 1 + 2d8 ⇒ (2) + (5) + 1 + (4, 5) = 17 - Ruffian defeated (AYA ability causes dagger to be buried from discard)
The electric buckshot stings the queen, pushing her back over the ship's edge into the deep blue.
Banish chain mail to close Sea Fort.
Note: Monsters w/ Aquatic trait and ships are now easier to defeat by 2. Reveal Cloud Puff for hand size +1.
Hand: Reformarium Servant, Immolate, Cloud Puff, Erutaki Coat, B of Kelizandri, Stone Axe +1,
Displayed:
Deck: 7 Discard: 3 Buried: 3
Notes: Cloud Puff ignores BYA + AYA for any bane. Kelizandri adds 2 dice vs. card w/ Aquatic trait.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 []+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

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Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,
Blessing = 2 / Blessing of the Gods
Start of Turn
At: #4: Ghol-Gan Ruins
Give: No
Move: No
Free explore = 1: Ambush, Barrier B, Dexterity 10 (9+1)
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Discard Thieves' Tools to auto defeat Barrier DC <=11
Recharge Thieves' Tools (Disable 8): 1d10 ⇒ 6 - Nope. Discarded
Ambush.Success explore = 2: Bunyip, Monster B, Aquatic, Combat 9
Damage dealt by the Bunyip may not be reduced.
Auto Fail BYA, DC +1 for rest of turn
Reveal Kama 1d8+1+1d6 (#Barriers+1) +2, Finesse +1d4
Combat 10 (9+1): 1d8 + 1 + 1d6 + 2 + 1d4 ⇒ (1) + 1 + (6) + 2 + (1) = 11- Banished
End of Turn
Draw Sword Cane, Compass
Summary
Location = #4: Ghol-Gan Ruins
Acquired =
Banished = 1: Ambush,2: Bunyip
Examined =
From Box =
Displayed =
Give = Reformarium Servant to Zarlova
Used =
Other =
Hand: Kama, Blessing of the Ancients, Stalking Armor, Sword Cane, Compass, ,
Displayed: , , , , , ,
Deck: 4 Discard: 4 Buried: 1
Notes: BoAncients: +1D any checks. Recharges if current blessing is BASIC. Available for Henchman / Close or Villain.
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +0
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
"Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

BR Nathan Davis |

During This Adventure: Adventure Deck Number: 1
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
During This Scenario: Your ship is anchored at the Sea Fort.
All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.
If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
Arron Ivy
Villain 1
Type: Monster
Traits: Undead Ghast
To Defeat: Combat 11 THEN Combat 13
Arron Ivy is immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3. If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 10
If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait. If defeated, you may immediately attempt to close the location this henchman came from.
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.
Ruffian
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 17, Zarlova/Mhuirich
Monsters
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6 All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.
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.
Monster 1
Traits:
Aberration
Plant
Elite
To Defeat:
Combat 10 The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Barriers
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.
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
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.
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6 The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Weapons
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
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
Spell B
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
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.
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor P
Traits:
Shield
Firearm To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9 For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Items
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Diplomacy check.
Item B
Traits:
Object
Magic To Acquire:
Strength 7 Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6 Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
Allies
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
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.
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.
Ally 1
Traits:
Dragon
Aquatic
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.
Blessings
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 11
Blessings Deck
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Festhall
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Scar Bay
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Varian/dinketry, Poog/wkover, Feathered Devil anchored
Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, Zarlova/Mhuirich, None
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.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
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.
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
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.
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.

Mhuirich - Zarlova |

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Blessing = 0 / Blessing of Sivanah
Start of Turn
At: #4: Ghol-Gan Ruins
Give: No
Move: #6: Docks
Free explore = 1/Jinx Eater, Ally B, Cha/Dip 8
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
Auto fail.
End of Turn
Discard Flame Staff
Summary
Location = #6: Docks
Acquired =
Banished = 1/Jinx Eater
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Blessing of the Spellbound 1, Holy Light, Burning Snot, Fireblade, Tussah Silk Coat, Reformatorium Servant,
Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Blessing available for recharge on Arcane/Divine
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.

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Top card of hourglass: Blessing of Gozreh. Use mat power to discard Leather Armor and draw top card of deck - Arnisant! Move to the Docks.
Varian hops off the Feathered Devil to see if he can discover why the ship has now stopped moving. He explores around the sides of the ship within the odd, decrepit, finger-like stone protrusions for a hidden obstacle. As he disembarks, he sees the fetching Nethysian priest moving along the stony walkways. He hurries to follow her.
Free explore and encounter Potion of Heroism.
Intelligence (7) Check: 1d12 + 1 ⇒ (7) + 1 = 8 SUCCESS! Recharge Arnisant to explore again.
Varian strikes a gallant pose in preparation for addressing Zarlova. Unfortunately, his canine companion bays at that exact moment and races off to explore something. The wizard has learned in his travels to not discount Arnisant's instincts, so he places the wooing aside for now and follows.
Explore and encounter Eye Patch.
The dog growls and yaps, digging at a small pile of dirt and refuse before pulling free a grimy-appearing eyepatch.
Dexterity (5) Check: 1d8 ⇒ 4 FAIL!
Varian thinks twice as Arnisant offers him the moldy eyepatch.
"Eh, no, old friend. By all means, amuse yourself." Varian turns back to find Zarlova as the dog growls happily and busies itself tearing the eyepatch to pieces.
End turn and reset hand.
Hand: Rapier, Potion of Heroism, Fire Snake, Magic Wooden Armor, Flame Staff, Steal Book,
Displayed:
Deck: 10 Discard: 4 Buried: 1
Notes: T-shirt reroll: Not used; Game Mat draw: Used; I will use Steal Book to grab a (nice) spell or item with the Book trait. I can use the Potion of Heroism for a boost to anyone at my location, but it'll banish the Item 1. No worries if it's necessary.
Sideboard cards:
Dexterity d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([ ] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

wkover - Poog |

Poog feels safer in an open air environment, so he vacates the Sea Fort and hitches a ride back the isle of solitary self-revelation.
Flip BoG. Move to Lonely Island and explore. Encounter Fortified Leather Armor (Armor 1).
Con 4 to acquire w/ lonely bonus, revealed armor: 1d8 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6 - acquired
With a mini-spike sticking into his back, Poog cheerfully discovers that the nap mat that he's been using for the past six months is actually a suit of armor.
Discard Kelizandri to explore again, encounter Ruffian henchman. Use Nok-Nok's B of Ancients, which recharges. Nok then heals 2 cards.
Combat 8 (7+1) w/ Immolate, B of Ancients, lonely bonus: 1d10 + 2d4 + 3 + 1d10 + 1d4 ⇒ (6) + (4, 2) + 3 + (5) + (2) = 22 - success
Poog can understand being boarded once in a while, but twice in two days is just rude.
Div 7 recharge? (fire, lonely bonuses): 1d10 + 3 + 1d6 + 1d4 ⇒ (2) + 3 + (1) + (2) = 8 - recharged
Banish Ref Servant to close Lonely Island. Per closing effect, recharge random ally (Master-at-Arms).
Recharge Fortified Armor, reveal Puff for hand size +1, then draw up.
Hand: Dogfinder, Fireblade, Cloud Puff, Erutaki Coat, Hatchet, Stone Axe +1,
Displayed:
Deck: 7 Discard: 4 Buried: 3
Notes: Cloud Puff ignores BYA + AYA for any bane.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 []+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

wkover - Poog |

At start of Nok-Nok's turn, banish Dogfinder to draw 1d4+1 random cards from discard into hand. # of cards drawn?: 1d4 + 1 ⇒ (2) + 1 = 3. Random cards drawn = Cure, B of Kelizandri, Green Maiden.
Hand: Fireblade, Cloud Puff, Erutaki Coat, Hatchet, Stone Axe +1, Cure, B of Kelizandri, Green Maiden
Displayed:
Deck: 7 Discard: 1 Buried: 3
Notes: Cloud Puff ignores BYA + AYA for any bane.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 []+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.

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Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu,
Recharge Blessing of the Ancients for Poog.
Heal 2
healed card 1: 1d4 ⇒ 4 - Thieves' Tools
healed card 2: 1d3 ⇒ 1 - Dogslicer
Dogslicer
Spider
ac Longsword
Thieves' Tools
Blessing = 3 / Blessing of the Gods
Start of Turn
At: #4: Ghol-Gan Ruins
Give: No
Move: No
Free explore = 1: Blessing of Gorum, Blessing B, Strength 4
Strength 4: 1d8 + 1 ⇒ (8) + 1 = 9 - Acquired
Discard Compass explore = 2: Tiger Shark, Monster 1, Aquatic, Combat 11
Reveal Sword Cane(Stealth) 1d8+3+1d6, Reveal Stalking Armor(Stealth) +2, (#Barriers+1) +2, Finesse +1d4, Sea Fort Aquatic DC-2
Combat 9 (11-2): 1d8 + 3 + 1d6 + 2 + 2 + 1d4 ⇒ (8) + 3 + (6) + 2 + 2 + (4) = 25- Banished
End of Turn
Draw Thieves' Tools
Summary
Location = #4: Ghol-Gan Ruins
Acquired = 1: Blessing of Gorum
Banished = 2: Tiger Shark
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Stalking Armor, Sword Cane, Kama, ac Blessing of Gorum, Thieves' Tools, ,
Displayed: , , , , , ,
Deck: 6 Discard: 3 Buried: 1
Notes: BoGorum: +2d to Str Combat or +1D any checks. Available for Henchman / Close or Villain. Otherwise ask
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +0
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
"Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE

Mhuirich - Zarlova |

Turn Order - Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover, Nok-Nok/Matsu Kurisu
Blessing = 4 / Blessing of Pharasma
Start of Turn
At: #6: Docks
Give: No
Move: No
Zarlova is so focused at ignoring the antics of Varian's dog that she fails to notice the magus himself. She digs through piles of goods waiting to be loaded.
Free explore = 4/Rapier, Weapon B, Str/Mel 5
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Auto fail. Discard Blessing of SB to explore.
She lobs a slender blade over her shoulder. "Junk," she thinks, as it barely misses Varian's head.
Explore = 5/Thieves' Tools, Item B, Dex/Disable 4
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Dex 4: 1d6 ⇒ 2 Banished
A set of lock picks spills out across the wooden dock only to be trodden into uselessness under her feet. "Is there nothing of value here?!"
End of Turn
Summary
Location = #6: Docks
Acquired =
Banished = 4/Rapier, 5/Thieves' Tools
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Blessing of the Gods 1, Holy Light, Burning Snot, Fireblade, Tussah Silk Coat, Reformatorium Servant,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Blessing available.
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.

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Top card of hourglass: BotG.
“I was considering intro———whoa!” Varian’s attempt to engage the attention of the priestess is interrupted as he dodges a rusty blade she tosses casually over her shoulder as she digs through rubbish amongst the stone pilings.
”Honestly, I was just looking to intro———watch out!” The wizard ducks a packet of lockpicks that lands with a splash in the water. ”My dear, that could’ve been useful!”
Varian moves to see if he can fish the discarded gear from the water.
Free explore and encounter Ruffian. Discard Rapier for this (which has the Swashbuckling trait).
The wizard casually stabs a growling zombie trapped within a tangle of detritus, barely giving the thing a second glance as he rummages.
Combat (7+1) Check: 1d8 + 3 + 2d4 + 1d4 ⇒ (3) + 3 + (2, 3) + (1) = 12 SUCCESS! No ally in hand, so skip closure check. End turn and reset hand.
Scorching Ray, Potion of Heroism, Fire Snake, Magic Wooden Armor, Flame Staff, Steal Book

wkover - Poog |

Once in a blue moon Poog gets a good idea, and today is his day. The villain is rumored to be hunkered down at the ruins, and the gob can't wait to punch his clock and wind his watch. Or vice versa.
Flip BoG. Move to GG Ruins and explore, encounter Bloodbug.
Combat 10 (9+1) w/ Stone Axe, animal bonus: 1d10 + 1d6 + 3 + 1d6 ⇒ (7) + (5) + 3 + (3) = 18
It isn't easy to tell the difference between leechery and lechery, so Poog guts the bulbous parasite to take care of either possibility.
Discard Maiden to explore again, encounter Phantasmal Minion (spell B).
Int 4 to acquire w/ confused brain: 1d6 ⇒ 3 - spell banished
Discard Kelizandri to explore again, encounter villain.
Zarlova buries ally (Ref Serv) to temp close Docks. I use Cloud Puff to ignore the villain's BYA check, so only difficulty increase is from location effect (+1).
Combat 12 (11+1) vs. Villain w/ Fireblade, fire bonus: 1d10 + 3 + 2d4 + 1d6 ⇒ (5) + 3 + (3, 2) + (1) = 14
Combat 14 (13+1) vs. Villain w/ discarded Stone Axe, Zarlova's BoG: 1d10 + 1d6 + 3 + 2d6 + 1d10 ⇒ (10) + (6) + 3 + (1, 6) + (10) = 36
Villain defeated. We win!
Some undead guy wanders by, and Poog fries him and pushes him off a cliff.
I wonder where the villain could be hiding?

wkover - Poog |

If OK with BR, Varian could have used Steal Book on Minion spell. Forgot about that.

BR Nathan Davis |

5-1D: IN THIEVES’ WAKE
DEVELOPMENT
You cut down the zombies who dared to claim the Feathered Devil. The would-be captain puts up a good fight, but falls to your blade just like the rest.
You finally have a moment to catch your breath. The silver light you saw earlier has returned, resting just behind another castle wall. With a brief excursion around the island, you finally see the light’s source: a massive rift resting at the center of a large island. It glimmers brightly as a grey void glows within. Undead shamble forth from it, pouring out in massive numbers.
And you thought you had gotten rid of them.
REWARD
Each character chooses a type of boon other than loot and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
ACQUISITIONS
Ambrose "Fishguts" Kroop (Ally 1)
Magic Wooden Armor (Armor 1)
Chain Mail (Armor B)
Fortified Leather Armor (Armor 1)
Buckler (Armor B)
Leather Armor (Armor B)
Blessing of Abadar (Blessing B)
Blessing of Achaekek (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of Gorum (Blessing B)
Potion of Heroism (Item 1)
Potion of Heroism (Item 1)
Force Missile (Spell B)
Phantasmal Minion (Spell B)
Longsword (Weapon B)
Dagger (Weapon B)
Shock Musket +1 (Weapon 1)
TIER
4th Scenario in Tier 1: CARD FEAT
Zarlova it's the 3d so no change.

BR Nathan Davis |

REWARDS
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.
Spell 1
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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.

BR Nathan Davis |

5-1E: TO SEAL THE DEAD
A massive rift lies at the center of an enormous island. A large tear cuts through the ground beside the silver portal, as if someone had taken a knife and carved into the island itself. A tide of undead pours out of the rift, shambling across the island with heavy steps and strolling undaunted into the waters. These abominations seem intent on leaving this island to terrorize the rest of the tapestry—and for now, at least, they seem to be sparing your ship.
This rift might just be the cause of the Hao Jin Tapestry’s unraveling. If you’re able to close it, the demiplane might stabilize and finally allow you to find your way home. But even if the rift isn’t causing the chaos, you can’t stand by and allow more undead to pass through it. You land on the island and head toward the rift.
As you approach, nearby corpses take notice of you. You fight your way through them toward the portal’s light. You stand in awe of the silvery glow for a moment, until another undead steps forth. As you weigh your options, your situation becomes starkly clear: Sealing the rift swiftly could violently destabilize the local area, but the undead hordes aren’t going to give you space or time to act cautiously. Still, you didn’t become a Pathfinder to run away at the first sign of trouble, so with steely resolve, you cut down the shambling monster and get to work.
DURING THIS SCENARIO
At the end of your turn, shuffle a monster from the game box into a random Scar Bay location deck.
To win, close all locations.
Villain: None
Botfly Swarm
Henchman 1
Type: Monster
Traits: Animal Swarm
To Defeat: Combat 12 OR Wisdom Survival 8
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it. If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one. If defeated, you may immediately attempt to close the location this henchman came from.
Skeleton Crew
Henchman 1
Type: Monster
Traits: Undead Skeleton Veteran
To Defeat: Combat 8
This monster is immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the scenario’s adventure deck number. If your check has the Piercing or Slashing trait, increase the difficulty to defeat by 4. Before you act, each other character must succeed at a Combat check of 8 plus twice the scenario's adventure deck number or be dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Pirate Shade Haunt
Henchman Monster B
Traits
Undead
Pirate
Check
None
Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Plunder: 1d6 ⇒ 2
Spell