Nok-Nok {UI} - Matsu Kurisu
|
Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry,
Blessing = 1 / Blessing of the Gods
Start of Turn
At: #1: Fog Bank
Give: No
Move: No
Free explore = 1: Cecaelia, Monster B, Merfolk, Aquatic, To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
Wisdom 1d4, (#Barriers+1) +4
BYA Wisdom 8: 1d4 + 4 ⇒ (3) + 4 = 7 - Failed. DC+2
Discard W2: Keen Falcata +1 1d8+1+4d4+1, (#Barriers+1) +4
Combat 15: 1d8 + 1 + 4d4 + 1 + 4 ⇒ (5) + 1 + (1, 2, 4, 4) + 1 + 4 = 22- 4s on d4 become 6s, so total = 26 :-) - Banished
Discard Compass explore = 2: Shackles Pirate, To Defeat: Combat 11 (9+2)
Monster B, Human, Pirate, Veteran
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Reveal Sword Cane(Stealth) 1d8+3+1d6, (#Barriers+1) +4, Finesse +1d4
Combat 11: 1d8 + 3 + 1d6 + 4 + 1d4 ⇒ (3) + 3 + (3) + 4 + (2) = 15 - Banished
Discard Reformatorium Servant explore +1d4 on acquire = 3: Frostbite, Spell B: Wisdom 5
Wisdom 1d4, Reformatorium Servant +1d4
Wisdom 5: 1d4 + 1d4 ⇒ (2) + (2) = 4 - Banished
End of Turn
Draw up Dogslicer, Captain's Cutlass, Blessing of the Ancients, Marianix Karn
Summary
Location = #1: Fog Bank
Acquired =
Banished = 1: Cecaelia, 2: Shackles Pirate, 3: Frostbite
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Sword Cane, Dogslicer, Captain's Cutlass, Blessing of the Ancients, Marianix Karn, ,
Displayed: , , , , , ,
Deck: 5 Discard: 11 Buried: 0
Notes: BoAncients: +1D any checks. Recharges if current blessing is BASIC. Available.
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 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.
Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
[ ][ ][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
| Mhuirich - Zarlova |
Out of turn:
* Recharge BoSB, heal 2, twice. (Thanks, Poog!) Healing 4 of 5 cards, one unhealed.
Which unhealed out of 5?: 1d5 ⇒ 4 - Blessing of Thoth
Turn Order - Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover
Blessing = 2 / Blessing of Pharasma
Start of Turn
At: #3: Windward Isle
Give: No
Move: No
Free explore = 1/Lookout Duty, Barrier B, Wisdom 6 (+2)
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.
Low chance of success without help. Borrowing Poog's Blessing of Milani, hope that's OK.
Wisdom 8: 3d10 + 1 ⇒ (7, 9, 3) + 1 = 20 Success.
Free examine from Lookout Duty. Discover Merfolk, free encounter from Lookout Duty.
Examine and encounter 2/Merfolk, Monster B, Combat 8
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.
Use Fireblade.
Combat 8: 1d10 + 4 + 2d4 ⇒ (1) + 4 + (1, 1) = 7 FML.
Recharge Fireblade Divine 8: 1d10 + 4 ⇒ (9) + 4 = 13 - Recharged to top of deck.
Discard Wand of Detect Magic for damage. Merfolk reshuffles. Discard Riftwarden to explore.
Explore Windward Isle 2-7: 1d6 + 1 ⇒ (3) + 1 = 4
Explore = 4/Ring of Wave Walking, Item 1, Con/Fort 6
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
Con 6: 1d6 ⇒ 3 Failed, banished.
End of Turn
Discard None
Draw Fireblade, Fire Snake, Flame Staff, Blessing of Pharasma, Blessing of the Spellbound 1
Summary
Location = #3: Windward Isle
Acquired =
Banished = 1/Lookout Duty, 4/Ring of Wave Walking
Examined =
From Box =
Displayed =
Give =
Used =
Other = #3: Windward Isle shuffled with 2-3,5-7
Hand: Fireblade, Fire Snake, Flame Staff, Blessing of Pharasma, Blessing of the Spellbound 1, Pyrotechnic Blast,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Blessings available.
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Varian - Dinketry
|
I noted that my deck handler incorrectly listed my Mat Power as used for this scenario. I had failed to denote that it was available after the end of the last scenario. Just FYI, BR.
Top card of hourglass: Blessing of Zogmugot. Use mat power to discard Short Sword and draw Arnisant. Move to Shipwreck Graveyard.
Varian continues to have difficulties in communicating with Zarlova.
Perhaps I have offended, muses the wizard.
He decides to amuse himself by studying some of the flotsam and jetsam from destroyed vessels littering the alien sea. His faithful hound joins him.
Free explore and encounter Harpoon Trap. Zarlova, I'll use your Blessing of Pharasma.
Dexterity (9) Check: 2d8 + 1 ⇒ (3, 8) + 1 = 12 SUCCESS!
The Feathered Devil roughly brushes a mast jutting out from the waters, triggering a loaded projectile at Varian. The wizard drops to the deck with cat-like reflexes as Arnisant barks a warning.
Use Varian's power to examine the next card of the deck after defeating a barrier: Bull Shark. Yeeeeesh.
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Recharge Arnisant and explore again. Use Fire Snake for the BYA Constitution check.
Constitution Arcane 9 Check: 1d12 + 2 + 1 ⇒ (5) + 2 + 1 = 8 Arrrrgh. Tshirt reroll.
Reroll: 1d12 + 2 + 1 ⇒ (6) + 2 + 1 = 9 Whew. SUCCESS! Add 1d4 bonus from Arnisant to this combat. Zarlova, would you recharge your Blessing of the Spellbound for this please? I'll use my Acid Jet.
Combat (13) Check: 2d12 + 1 + 2 + 1d6 + 1d4 ⇒ (2, 7) + 1 + 2 + (3) + (2) = 17 SUCCESS!
Arnisant races up and down the deck, barking at a massive dorsal fin that appears in the water. Before Varian can unleash a spell, the huge creature collides against the ship, rocking Varian almost off of his feet and into the water.
"Clever girl....oh wait, you're a boy!" The wizard conjures a ball of sticky acid and hurls it into the depths. The fin dives down and nothing surfaces.
Varian holds his breath.
End turn. Use Varian's power to bury [b]Flame Staff, draw Fire Snake back to his hand, and recharge the other 2 spells in his discard pile. Reset hand.
Hand: Fire Snake, Scorching Ray, Steal Book, Mirian Raas, Totem Necklace, Blessing of Besmara,
Displayed:
Deck: 7 Discard: 3 Buried: 1
Notes: T-shirt reroll: Not used; Game Mat draw: Used; Die Bumps: 1/1; Blessing available. I will use Steal Book to nab a nice spell or an item with the Book trait. My ally is not available to recharge for ship damage.
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([ ] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
| wkover - Poog |
Out of turn - Discarding B of Milani for check. Flip BoG, stay @ Holy Isle and explore. Encounter BoG (card 5), which I auto-acquire. Discard Surgeon to explore again, encounter Phantasmal Minion. Varian can decide if wants to grab it w/ Spell Book. Discard BoG to explore again, encounter another BoG. Discard to explore again, encounter Shackles Pirate. Nok-Nok recharges Ancients to assist, then heals 2 cards.
Combat 11 (9+2) vs. pirate w/ Inflict, Nok's Ancients: 1d10 + 1d6 + 4 + 1d10 ⇒ (9) + (1) + 4 + (3) = 17 - success
Div 6 to recharge?: 1d10 + 4 ⇒ (2) + 4 = 6 - success
Hand: B of Gobs, Erutaki Coat, Cauterize, B of Pharasma, B of Kelizandri,
Displayed:
Deck: 12 Discard: 5 Buried: 0
Notes: Please use blessings if needed - will all recharge after I close Holy Isle! Won't steal w/ Gobs, as seems we're tight on time.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Die bumps: 1
Please save the final card @ Holy Isle for me, as I'll heal nearly my entire discard pile when location is closed.
Nok-Nok {UI} - Matsu Kurisu
|
Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry,
Recharge Blessing of the Ancients for Poog/wkover
Shuffle two cards from Poog power
healed card 1: 1d11 ⇒ 5 - Rapier
healed card 2: 1d10 ⇒ 6 - Harpoon
Xoff
Harrow Deck
ac Blessing of the Gods
W1: Mace
Rapier
W3: Falcata
W4: Harpoon
Blessing of the Gobs
W2: Keen Falcata +1
Compass
Reformatorium Servant
Blessing = 5 / Blessing of the Gods
Start of Turn
At: #1: Fog Bank
Give: No
Move: No
Free explore = 4: Arcane Armor, Spell B, Intelligence 4
Intelligence 4 : 1d4 ⇒ 4 - Acquired. Huh, whoda thunk it. Nok-Nok can read :-)
Discard Marianix Karn explore = 5: Shipwreck, Henchman B, Fortitude 7 (5+2)
Type: Barrier Traits: Cache, Aquatic, Veteran
To Defeat: Constitution / Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Fortitude 1d10+1+2, (#Barriers+1) +4
Fortitude 7: 1d10 + 1 + 2 + 4 ⇒ (7) + 1 + 2 + 4 = 14 - Banished
Plunder to hand: 1d6 ⇒ 2 - Aqueous Orb, Spell 2 Woot! Spell 2
Pausing turn for ruling on Hangout
Nok-Nok {UI} - Matsu Kurisu
|
Nok-Nok - turn continued
Scenario Examine.Shipwreck Graveyard Card 3: Old Salt's Bandana
Put on Bottom of Shipwreck Graveyard
Scenario power, encounter The Ancient Mariner, To Defeat: Combat 15
Henchman 2, Type: Monster, Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Discard Dogslicer 1d8+1+2d6 (1s as 3s), (#Barriers+1) +4, Finesse +1d4, Undead +1d4
Combat 15: 1d8 + 1 + 2d6 + 4 + 1d4 + 1d4 ⇒ (3) + 1 + (6, 2) + 4 + (2) + (1) = 19 - Banished
Fog Bank attempt to close. Recharge hand (Captain's Cutlass, Sword Cane, ac Arcane Armor, ac Aqueous Orb )
End of Turn
Draw up Stalking Armor, Blessing of the Spy, Thieves' Tools, W4: Harpoon, Rapier
Summary
Location = #1: Fog Bank - CLOSED
Acquired = 4: Arcane Armor
Banished = 5: Shipwreck
Examined = Shipwreck Graveyard Card 3: Old Salt's Bandana, now at bottom of Shipwreck Graveyard
From Box = S1: Aqueous Orb
Displayed =
Give =
Used =
Other =
Hand: Stalking Armor, Blessing of the Spy, Thieves' Tools, W4: Harpoon, Rapier, ,
Displayed: , , , , , ,
Deck: 7 Discard: 11 Buried: 0
Notes:
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 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.
Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
[ ][ ][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
| BR Nathan Davis |
During This Adventure: Adventure Deck Number: 2
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
During This Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.
When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.
The Ancient Mariner
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.
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.
Whalebone Pilk
Villain 2
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell. If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Shipwreck
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Turn: 11, Zarlova/Mhuirich
Monsters
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.
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
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
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10 If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Barriers
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 2
Traits:
Obstacle
Weather
To Defeat:
None Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
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.
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Weapons
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
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 B
Traits:
Mace
Melee
Piercing
Elite 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 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Elite To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 2
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
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
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.
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 9 Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.
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
Attack
Mental
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
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.
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 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Items
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite To Acquire:
Intelligence
Craft 9 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
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 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:
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 2
Traits:
Object To Acquire:
Wisdom
Perception 8 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Allies
Ally 2
Traits:
Animal
Pirate To Acquire:
Wisdom
Survival 8 If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
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
Aristocrat
Pirate To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7 Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Blessings
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 14
Blessings Deck
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 Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 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 Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Fog Bank
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, None
Location #2: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Varian/dinketry, None
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_
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
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.
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.
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
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.
Item B
Traits:
Accessory
Swashbuckling
Elite To Acquire:
Wisdom
Survival 4 Reveal this card to add the Swashbuckling trait to your check.
Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Zarlova/Mhuirich, Merfolk
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_
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12 Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
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.
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None
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.
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.
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.
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Item B
Traits:
Object
Magic To Acquire:
Constitution 7 Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #5: Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/wkover, None
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.
Location #6: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None
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.
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
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.
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
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.
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
| Mhuirich - Zarlova |
Out of turn:
* Discard Blessing of Pharasma for Varian
* Recharge Blessing of the Spellbound for Varian
Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry
Blessing = 0/Blessing of Gorum
Start of Turn
Free explore = 1/Ghost, Monster B, Combat 12 OR Wisdom/Divine 8
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_
Using Fireblade with Poog's Blessing of Pharasma to pop over 80 chance.
Combat 12: 3d10 + 4 + 2d4 ⇒ (5, 2, 6) + 4 + (4, 4) = 25
Recharge Fireblade Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8 - Recharge to top of deck
End of turn
Draw Fireblade, Life Drain, Holy Light
Summary
Location = #3: Windward Isle
Acquired =
Banished = 1/Ghost
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Fireblade, Fire Snake, Flame Staff, Life Drain, Holy Light, Pyrotechnic Blast,
Displayed:
Deck: 6 Discard: 4 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Varian - Dinketry
|
Top card of hourglass: Blessing of Gozreh. Use scenario reward to bury Totem Necklace to roll Intelligence die for SOT Survival check.
1d12 ⇒ 6 SUCCESS!
Varian stares off at a tilted mast jutting out of the water, humming a Varisian ditty to himself.
Free explore and encounter Mercenary.
”Another mutiny attempt?” the wizard grunts in response to the bared blade presented to him. ”You’d think that this would get old some time.”
Discard Scorching Ray for this check.
Combat (10+2) Check: 1d12 + 1 + 2 + 2d6 ⇒ (8) + 1 + 2 + (6, 4) = 21 SUCCESS
Discard Mirian Raas to explore again and encounter Trapped Locker.
The sailor leaps back, drops his cutlass, and puts his hands up high in terror at Varian’s pyromania, revealing the sodden chest he carried to the wizard, recently hauled from the deep.
”Ah!” Varian exclaims after manifesting a halo of flame about himself. ”I didn’t see that lockbox you had there. You need it opened, right? A Davy Jones Locker, eh?”
Poog, I’ll use your Blessing of Kelizandri here, please.
Dexterity (9) Check: 2d8 + 1 ⇒ (7, 7) + 1 = 15 SUCCESS! Add Chain Mail to my hand and use Varian’s power to examine the next card after defeating a barrier - Becalmed (Barrier). Discard Blessing of Besmara to explore again and use Fire Snake for the check.
The wizard regards the old chain mail within the trunk with disdain. ”Hardly worth it, this,” he scoffs.
Arcane (8) Check: 1d12 + 1 + 2 ⇒ (7) + 1 + 2 = 10 SUCCESS! Check next card - Cure. Discard Chain Mail to encounter it per Varian’s power. Discard Steal Book to acquire it and then banish it for effect.
Cure: 1d4 + 1 ⇒ (4) + 1 = 5 YES!
Which cards?: 6d9 ⇒ (8, 2, 2, 9, 6, 3) = 30 Blessing of the Spellbound, Short Sword, Blessing of Besmara, Chain Mail, Steal Book
Varian spies a scroll of healing powers hidden under the mail within the chest. Swiping the scroll, Varian burns through the healing powers with a satisfied sigh.
”That’s more like it! Avast, and all that!”
End turn. Reset hand.
Hand: Blessing of Abraxas, Rapier, Steal Book, Blessing of Besmara, Blessing of the Spellbound, Arnisant,
Displayed:
Deck: 5 Discard: 4 Buried: 2
Notes: T-shirt reroll: Not used; Game Mat draw: Used; Die Bumps: 1/1; Please use my blessings but try to recharge Spellbound. Abraxas gives 2 dice to any Arcane or Divine check. I'll still use Steal Book to nab a nice Spell or Item with the Book trait.
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([ ] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
| wkover - Poog |
OOT - discard Pharasma, Kelizandri. Flip B of Milani, stay @ Isle and explore and encounter B of Abadar. Auto-acquire it.
Location is now empty, so can close. Varian recharges B of Spellbound for closing check, then heals 2 cards.
Div 7 w/ Spellbound: 1d10 + 4 + 1d10 ⇒ (1) + 4 + (8) = 13 - Holy Isle is closed
Per closing effect, recharge all but one of my discarded cards.
Hand: B of Gobs, Erutaki Coat, Cauterize, B of Abadar, Cloud Puff,
Displayed:
Deck: 17 Discard: 1 Buried: 0
Notes: Cloud Puff ignores BYA/AYA for any bane. Won't steal w/ Gobs, as seems we're tight on time.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Die bumps: 1
| BR Nathan Davis |
During This Adventure: Adventure Deck Number: 2
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
During This Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.
When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.
The Ancient Mariner
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.
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.
Whalebone Pilk
Villain 2
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell. If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Shipwreck
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Turn: 14, NokNok/MatsuKurisu
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 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 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.
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Barriers
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:
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 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Weapons
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.
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:
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.
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 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.
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 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
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.
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
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.
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 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.
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 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
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.
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 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
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:
Intelligence 7 Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
Allies
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:
Human
Rogue
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 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.
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
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
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 B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 11
Blessings Deck
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 Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 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 Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Fog Bank
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/MatsuKurisu, None
Location #2: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Varian/dinketry, None
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.
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
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.
Item B
Traits:
Accessory
Swashbuckling
Elite To Acquire:
Wisdom
Survival 4 Reveal this card to add the Swashbuckling trait to your check.
Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Zarlova/Mhuirich, Merfolk
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12 Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
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.
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None
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.
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.
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.
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Item B
Traits:
Object
Magic To Acquire:
Constitution 7 Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #5: Holy Isle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Poog/wkover, None
Location #6: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None
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.
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
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.
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
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.
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
Nok-Nok {UI} - Matsu Kurisu
|
Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry,
Blessing = 0 / Blessing of Achaekek
Start of Turn
At: #1: Fog Bank
Give: No
Move: #2: Shipwreck Graveyard
Bury Harpoon (Swashbuckling) Recharge: 1d4 ⇒ 2
Recharged card 1: 1d11 ⇒ 8 - Compass
Recharged card 2: 1d10 ⇒ 7 - W2: Keen Falcata +1
Xoff
Harrow Deck
ac Blessing of the Gods
W1: Mace
W3: Falcata
Blessing of the Gobs
W2: Keen Falcata +1
Compass
Reformatorium Servant
Marianix Karn
Dogslicer
Free explore = 1: Cloth Armor, Armor B, Fortitude 2
When you acquire this card, you may draw a card.
Fortitude 1d10+1+2
Fortitude 2 : 1d10 + 1 + 2 ⇒ (2) + 1 + 2 = 5 - Acquired. Draw (Blessing of Asmodeus)
Discard Blessing of the Spy explore & +1D on checks = 2: Shipwreck, Henchman B, Fortitude 6 (5+1)
Barrier, Cache, Aquatic, Veteran
To Defeat: Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Fortitude 1d10+1+2, (#Barriers+1) +3 Blessing of the Spy +1d10
Fortitude 7: 1d10 + 1 + 2 + 4 + 1d10 ⇒ (9) + 1 + 2 + 4 + (5) = 21 - Banished
Plunder to hand: 1d6 ⇒ 5 - Ally 1: Master Gunner, Ally B
Scenario Examine.#6: Sea Caves Card 1: Vomit Twin, Spell P, leave on top
#2: Shipwreck Graveyard attempt to close. Plunder: 1d6 ⇒ 2
Spell:1 Instant Armor, Spell B, Wisdom 3
Wisdom 1d4,Blessing of the Spy +1d4
Wisdom 3: 1d4 + 1d4 ⇒ (2) + (4) = 6 - Acquired.
#2: Shipwreck Graveyard closed
On closing Structural Damage: 1d4 ⇒ 1 (ac Cloth Armor)
End of Turn
Draw up nil
Summary
Location = #2: Shipwreck Graveyard closed
Acquired = 1: Cloth Armor
Banished = 2: Shipwreck
Examined = #6: Sea Caves Card 1: Vomit Twin, Spell P, leave on top
From Box = Ally 1: Master Gunner, Spell:1 Instant Armor
Displayed =
Give =
Used =
Other =
Hand: Stalking Armor, ac Master Gunner, Thieves' Tools, Blessing of Asmodeus, Rapier, ,
Displayed: , , , , , ,
Deck: 8 Discard: 11 Buried: 1
Notes:
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 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.
Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
[ ][ ][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
Varian - Dinketry
|
Out of turn #1: Poog Healing!
Which 2 cards?: 2d4 ⇒ (1, 4) = 5 Eando Kline, Scorching Ray
Out of turn #2: Discard Steal Book to grab Instant Armor.
Varian - Dinketry
|
Redaction: Varian did not use his Steal Book spell to nab the Instant Armor spell. Nok-Nok succeeded at that check and the Shipwreck Graveyard was closed.
| Mhuirich - Zarlova |
Turn Order - Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover
Blessing = 1 / Blessing of Gorum
Start of Turn
At: #3: Windward Isle
Give: No
Move: No
Free explore = Whalebone Pilk, Villain 2, Combat 17, Strength / Divine 12
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN
Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Using Poog's Cloud Puff for the BYA check. Use Holy Light with Varian's Blessing of Spellbound on Combat check, and Varian's Blessing of Abraxas on Divine check.
Combat 17: 2d10 + 4 + 2d12 ⇒ (7, 7) + 4 + (2, 1) = 21
Recharge Holy Light Divine 8: 1d10 + 4 ⇒ (7) + 4 = 11 - Recharge to top of deck
Divine 12: 3d10 + 4 ⇒ (1, 8, 3) + 4 = 16
End of Turn
Discard None
Draw Holy Light
Summary
Location = #3: Windward Isle
Acquired =
Banished =
Examined =
From Box =
Displayed =
Give =
Used =
Other = Whalebone Pilk plus blessings from the blessing deck on the bottom of open decks. Blessing deck is at card 4.
Hand: Fireblade, Fire Snake, Flame Staff, Life Drain, Holy Light, Pyrotechnic Blast,
Displayed:
Deck: 6 Discard: 4 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
| wkover - Poog |
Out of turn - Cloud Puff used (auto-recharges w/ revealed coat) for villain BYA.
Hand: B of Gobs, Erutaki Coat, Cauterize, B of Abadar,
Displayed:
Deck: 18 Discard: 1 Buried: 0
Notes: Won't steal w/ Gobs, as seems we're tight on time.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Die bumps: 1
Varian - Dinketry
|
Out of turn: recharge Blessing of the Spellbound and discard Blessing of Abraxas for Zarlova.
Top card of hourglass (-2 blessings for the failure to defeat the villain - Blessing #4 - Blessing of Achaekek. Move to Sea Caves.
Varian seems to have little luck in spying anything that appears like supplies to repair their ship, but he does spy a cavern jutting out from the surface of the water.
"Ahoy there!" Varian calls out, steering the ship to take a better look.
Free explore and encounter the spell Vomit Twin. Discard Steal Book to nab it. Recharge Arnisant to explore again: Shipwreck! What great luck!
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Poog, I'll use your BotGobs to reflect the Blessing of Achaekek on top of the hourglass, which gives me 2 dice to this check!
Constitution (5+2): 3d4 ⇒ (3, 4, 3) = 10 SUCCESS!
What Plunder?: 1d6 ⇒ 1 Falcata +1 (Weapon 1)
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
At Arnisant's observant bay, the wizard looks closer. A massive ship seems stuffed inside the cavern - shoved within the tight confines as if it had been pocketed somewhere safe for later. A well-oiled and magicked sword lies unattended on a nearby plank. As Varian marvels at the sight, a huge beast surfaces from the waters nearby!
Closure Check: Summon a random monster with the Aquatic trait. Giant Moray Eel.
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.
Use Rapier for this and discard Blessing of Besmara for 2 bonus dice.
Combat (10) Check: 3d8 + 1 + 2d4 ⇒ (5, 1, 2) + 1 + (4, 4) = 17 SUCCESS! Location CLOSED!
The wizard leans low into the water, thrusting his trusty rapier through the proboscis of the giant eel, barely avoiding the arc of electricity skimming across the waves. He straightens to cheers from the sailors nearby on the decks. He offers a humble bow and flourish.
"The captain goes down with the ship," he winks, "or sometimes instead of!"
Examine top card of Raker Shoals: Bucket Brigade. I am leaving it there in case the villain is the bottom card of that location. End turn and reset hand.
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.
Hand: Falcata +1, Rapier, Vomit Twin, Scorching Ray, Mind Thrust, Riffle Scrolls,
Displayed:
Deck: 6 Discard: 5 Buried: 2
Notes: T-shirt reroll: Not used; Game Mat draw: Used; Die Bumps: 1/1
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([ ] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
| wkover - Poog |
When Varian closed Sea Caves, was a 1 in 3 chance of villain being the final card in that location. (With the other 2 locations having blessings as their final cards.) 1 = villain was present and revealed by closing. Villain found?: 1d3 ⇒ 1
YES! Villain was revealed to be the final card @ the closed Sea Caves.
Pausing for discussion about turns remaining, rearranging locations for final villain showdown, etc.
| wkover - Poog |
OOT - Discard Gobs for Varian. Flip B of Pharasma. Move to Sea Caves. Will heal self to try to draw Cloud Puff back into my hand. To use Cauterize as healing, healed character discards a card then heals 1d4+1 non-random cards.
Discarded card = Erutaki Coat. # cards healed?: 1d4 + 1 ⇒ (2) + 1 = 3. Full heal. Choosing not to recharge Cauterize in case I draw Dogfinder.
Hand: Inflict, Surgeon, B of Milani, B of Abadar, BoG 2,
Displayed:
Deck: 17 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Die bumps: 1
Summary: Villain is only card @ Sea Caves. Poog is at Caves to take 2nd check to defeat: Divine 12. Raker Shoals is unoccupied, so we can't face villain yet.
Zarlova is staying @ Windward Isle for temp close. Nok-Nok and Varian should determine who will temp close Shoals and who should take on the villain. Also, we can use the next round to discard and hopefully draw blessings - no need to explore.
I can initiate encounter vs. villain on my next turn, if we want, since I don't care about burying 1d4 cards off top of my deck. I have a ton of cards in my deck right now.
Varian - Dinketry
|
Out of turn: Poog recharges Surgeon for a random heal for Varian.
Random Heal: 1d5 ⇒ 5 Blessing of Besmara
THANKS!
| wkover - Poog |
OOT - Recharging Surgeon for Varian.
Hand: Inflict, B of Milani, B of Abadar, BoG 2,
Displayed:
Deck: 18 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Die bumps: 1
Nok-Nok {UI} - Matsu Kurisu
|
Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry,
Blessing = 4 / Blessing of Achaekek
Start of Turn
At: #2: Shipwreck Graveyard
Give: No
Move: #4: Raker Shoals
Free explore = 1: Bucket Brigade, Barrier B,Fortitude 6
Traits: Task Fire Elite
To Defeat: Fortitude 6
Fortitude 1d10+1+2, (#Barriers+1) +4
Fortitude 6: 1d10 + 1 + 2 + 4 ⇒ (8) + 1 + 2 + 4 = 15 - Banished
Discard ac Master Gunner explore = 2: Blessing of Gorum, Blessing B, Strength 4
Strength 5: 1d8 + 1 ⇒ (8) + 1 = 9
Bury Rapier (Swashbuckling) Recharge: 1d4 ⇒ 4
Recharged card 1: 1d12 ⇒ 7 - Reformatorium Servant
Recharged card 2: 1d11 ⇒ 7 - Marianix Karn
Recharged card 3: 1d10 ⇒ 8 - Blessing of the Spy
Recharged card 4: 1d9 ⇒ 4 - W1: Mace
Xoff
Harrow Deck
ac Blessing of the Gods
W1: Mace
W3: Falcata
Blessing of the Gobs
Reformatorium Servant
Marianix Karn
Dogslicer
Blessing of the Spy
ac Cloth Armor
ac Master Gunner
End of Turn
Draw up Blessing of the Ancients
Summary
Location = #4: Raker Shoals
Acquired = 2: Blessing of Gorum
Banished = 1: Bucket Brigade
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Stalking Armor, 2: Blessing of Gorum, Thieves' Tools, Blessing of Asmodeus, Blessing of the Ancients, ,
Displayed: , , , , , ,
Deck: 11 Discard: 8 Buried: 2
Notes:
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 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.
Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
[ ][ ][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
| BR Nathan Davis |
During This Adventure: Adventure Deck Number: 2
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
During This Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.
When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.
The Ancient Mariner
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.
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.
Whalebone Pilk
Villain 2
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell. If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Shipwreck
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Turn: 19, Zarlova/Mhuirich
Monsters
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 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
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.
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.
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12 Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
Barriers
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
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 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:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Barrier B
Traits:
Task
Pirate
To Defeat:
None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Weapons
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.
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 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 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.
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.
Spells
Spell 2
Traits:
Magic
Arcane
Attack
Elite To Acquire:
Intelligence
Arcane 9 For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.
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.
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 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
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.
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:
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
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.
Items
Item 1
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.
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:
Object
Alchemical To Acquire:
Intelligence
Craft 6 When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
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.
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.
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 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 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:
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:
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.
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 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 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
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 4
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 Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Fog Bank
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: Shipwreck Graveyard
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Zarlova/Mhuirich, Merfolk
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.
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: NokNok/MatsuKurisu, None
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.
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Item B
Traits:
Object
Magic To Acquire:
Constitution 7 Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
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 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.
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 #6: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/dinketry, Poog/wkover, None
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12 Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Location #7: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
| 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: Windward Isle
Give: No
Move: No
Free explore = Merfolk, Monster B, Combat 8
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.
Use Life Drain.
Combat 8: 1d10 + 4 + 2d4 ⇒ (4) + 4 + (1, 3) = 12
Recharge Life Drain Divine 11: 1d10 + 4 ⇒ (10) + 4 = 14 - Recharged, doesn't matter where, it's getting shuffled in.
Heal random discard: 1d4 ⇒ 2 - Wand of Detect Magic
End of turn
Discard Fireblade, Fire Snake, Flame Staff
Draw Blessing of the Spellbound 3, Magical Child, Blessing of the Spellbound 2, Life Drain
Summary
Location = #3: Windward Isle
Acquired =
Banished =
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Blessing of the Spellbound 3, Magical Child, Blessing of the Spellbound 2, Life Drain, Holy Light, Pyrotechnic Blast,
Displayed:
Deck: 4 Discard: 6 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Varian - Dinketry
|
On turn: Top card of hourglass is BotG.
Varian holds his breath as something even bigger than the giant moray eel climbs up from the decrepit-appearing ship.
Skip turn. Use Varian’s power to bury Riffle Scrolls and draw Fire Snake to his hand. Shuffle Steal Book in as well. Discard Mind Thrust, Vomit Twin, and Falcata +1. Reset hand.
Arnisant, Rapier, Scorching Ray, Fire Snake, Blessing of the Spellbound, Eando Kline
| wkover - Poog |
Flip BotG. Lots of blessings available! Nice. Stay @ Caves, encounter villain.
Now for temp closes. I see 3 party allies to recharge for the 4 struc damage @ Shoals, so that leaves only one card to discard. I'll assume Zarlova discards an attack spell, if that's Ok. Shoals closed. Zarlova now needs to do the temp close for Windward Isle.
Pause for temp close @ Isle: Wis/Per 7 check.
| Mhuirich - Zarlova |
Out of turn: Using Nok-Nok's Blessing of the Ancients (recharges) and Blessing of Asmodeus for temp close
Temp Close Windward Isle Wisdom 7: 3d10 + 1 ⇒ (3, 6, 10) + 1 = 20 - Temp closed
Recharge Magical Child and discard Pyrotechnic Blast for Raker Shoals structural damage
| wkover - Poog |
Continuing villain encounter - BYA check. BYA Con 8: 1d8 ⇒ 2- fail. # cards buried off top of deck?: 1d4 ⇒ 1 = Erutaki Coat buried. Now for Deathknell ship.
Div 7 w/ my Milani: 3d10 + 4 ⇒ (8, 6, 4) + 4 = 22 - ship defeated
Plunder card?: 1d6 ⇒ 4 - item added as plunder
Now pausing for check to defeat #1 by Varian: Combat 17.
Hand: Inflict, B of Abadar, BoG 2,
Displayed:
Deck: 17 Discard: 2 Buried: 1
Notes:
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Die bumps: 1
Varian - Dinketry
|
The wizard pulls a riffle scroll from his pocket as the shark-faced undead beast emerges from the ship's shadows. With an unholy roar, the cursed captain leeches Varian of his life force.
Constitution (8) Check: 1d4 ⇒ 4 Auto-FAIL!
Damage from Top of Deck: 1d4 ⇒ 4 Ouch. Bury Short Sword, Blessing of Besmara, Steal Book, and Acid Jet.
"Back to the depths!" Varian commands as he unleashes a wave of flame.
Combat (17) Check: 2d12 + 2 + 1 + 2d6 ⇒ (1, 5) + 2 + 1 + (6, 3) = 18 SUCCESS!
It's now or never....
| wkover - Poog |
Continuing w/ check to defeat #2. At least 3 blessings left: mine, Nok-Nok, Zarlova.
Divine 12 w/ 3 blessings: 4d10 + 4 ⇒ (1, 7, 4, 6) + 4 = 22 - success
Villain defeated, we win!
| BR Nathan Davis |
5-2B: SECRETS IN DRIFTWOOD
DEVELOPMENT:
Now you know why the shipwrecks were clustered so close to the emerald curtain: an undead pirate captain commanding a ghost ship called the Deathknell sailed out to attack ships that approached the shimmering light too closely. Captain Pilk sought to add your souls to his spectral crew, darting in and out of the eerie green light to avoid capture. You’ve put an end to Pilk’s villainy for good, although the crew staunchly refuses to investigate whatever lies on the other side of the curtain.
No matter. You not only acquired the materials you need to repair your ship, but you found a survivor: a shipwright named Hake who is happy to repair your vessel as thanks for his rescue. Now you must return to the islands claimed by the sea devils and recover the chest they took from you.
REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with the loot Rekkish and 1 character may temporarily replace 1 ally with the loot Rickety Hake.
At the end of each scenario, return these cards to the game box.
Rekkish
Loot 2
Type: Ally
Traits:
None None
On your check, after the roll, recharge this card to add 1. At the end of your turn, reveal this card and choose a character at your location to recharge a random card from his discard pile, then shuffle this card into his deck.
Rickety Hake
Loot 2
Type: Ally
Traits: Human Shipbuilder
To Acquire:
Bury this card to repair your ship. Discard this card to add 1d10 to a Craft check. Discard this card to explore your location.
ACQUISITIONS
Surgeon (Ally B)
Master Gunner (Ally B)
Cloth Armor (Armor B)
Chain Mail (Armor B)
Blessing of the Gods (Blessing B)
Blessing of Milani (Blessing B)
Blessing of Gorum (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of Abadar (Blessing B)
Aqueous Orb (Spell 2)
Instant Armor (Spell B)
Arcane Armor (Spell B)
Inflict (Spell B)
Vomit Twin (Spell P)
Harpoon (Weapon B)
Keen Falcata +1 (Weapon 2)
Short Sword (Weapon B)
Falcata (Weapon B)
Mace (Weapon B)
Plunder
Falcata (Weapon B)
Falcata (Weapon B)
Obscure (Spell 1)
Eye Patch (Item B)
| BR Nathan Davis |
5-2C: THE DEVILS’ SEA
Your time for revenge is at hand. The sea devils that raided your ship and stole your sea chest will pay for their arrogance. You know that the merfolk inhabit the islands in and around the sheet of orange light that reaches across the sea, miles wide and thousands of feet high. You sail cautiously between the islands, keeping an eye on the terrain below the water as much as the lands above it. The sea devils won’t surprise you again.
You catch sight of the immense shell of the sea devils’ dragon turtle, swimming lazily around a pinnacle of rock. As the turtle swims out of sight, you quickly guide your ship forward through the orange curtain of light.
Despite its strange appearance, the light seems harmless and feels like nothing more than a gentle caress of wind. Yet the sea on the other side of the curtain is suddenly much deeper. The islands here are covered with evidence of sea devil raids—broken ships, half-devoured carcasses of great beasts, and ragged, fluttering streamers that might have been sails or signs of marooned victims praying for rescue. Shark fins cut through the water, patrolling the lands here like guard dogs.
You now understand that the curtains of light are boundaries separating different realms, all caught within the Hao Jin Tapestry. These waters are ruled by sea devils, who dared to expand their raids beyond the orange boundary of their realm. You also realize that the undead Captain Pilk must have come from a realm on the other side of the emerald curtain. You silently thank the crew for refusing to investigate what must have been a sea steeped in death.
You rescue a few shipwrecked survivors from a crumbling sea fort. They are hollow-eyed from the horrors they have seen the sea devils inflict. In hushed tones, they recount watching the sea devils deliver all their treasure to two powerful war-leaders: a four-armed mutant named Krelloort and a giant sea devil known only as the Matron. That’s likely where your chest—your way home—ended up. You must vanquish these foes to recover your stolen gear and avenge the dead. The surgeon Rekkish vows to help you in memory of her brother and the others lost to the brutal sea devils.
DURING THIS SCENARIO
When creating the blessings deck, replace 5 blessings with Pirate Shade Haunt henchmen. When you discard a Pirate Shade Haunt from the blessings deck, recharge a card from your hand and a card from your discard pile.
Pirate Shade Haunt
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
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.
Ignore the villain The Matron’s last power.
When you defeat and corner a villain, display it; you win the scenario only when both villains are displayed.
Krelloort
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince. If you fail a check to defeat Krelloort, discard your hand.
"The treasure of Mancatcher Cove belongs to me!" -Krelloort
The Matron
Villain 2
Type: Monster
Traits: Giant Merfolk Aquatic
To Defeat: Combat 19
Damage dealt by The Matron is dealt to each character at your location. Before you act, another character at your location must summon and encounter the henchman Sea Devil. If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.
Sea Devil
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil Prince
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil. If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
"I smell your blood in the water, shorwalkers! Time to bleed some more!" -Sea Devil Prince
Plunder: 1d6 ⇒ 5
Ally
| BR Nathan Davis |
During This Adventure: Adventure Deck Number: 2
Merchantman
Ship Class 0
Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7
Check To Repair:
Craft
4
When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked):
When you would discard an ally for its power, bury it instead.
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
During This Scenario: When creating the blessings deck, replace 5 blessings with Pirate Shade Haunt henchmen. When you discard a Pirate Shade Haunt from the blessings deck, recharge a card from your hand and a card from your discard pile.
Pirate Shade Haunt
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
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.
Ignore the villain The Matron’s last power.
When you defeat and corner a villain, display it; you win the scenario only when both villains are displayed.
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.
Krelloort
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince. If you fail a check to defeat Krelloort, discard your hand.
"The treasure of Mancatcher Cove belongs to me!" -Krelloort
The Matron
Villain 2
Type: Monster
Traits: Giant Merfolk Aquatic
To Defeat: Combat 19
Damage dealt by The Matron is dealt to each character at your location. Before you act, another character at your location must summon and encounter the henchman Sea Devil. If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.
Sea Devil
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil Prince
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil. If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
"I smell your blood in the water, shorwalkers! Time to bleed some more!" -Sea Devil Prince
Turn: 1, NokNok/MatsuKurisu
Monsters
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.
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 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10 If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
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 2
Traits:
Obstacle
Weather
To Defeat:
None Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
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:
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 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.
Weapons
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.
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.
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 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.
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic To Acquire:
Strength
Melee 4 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. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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
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
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 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:
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.
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 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.
Item B
Traits:
Object
Magic To Acquire:
Intelligence 7 Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
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.
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 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 6 Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Ally B
Traits:
Human
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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.
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
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 29
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.
Pirate Shade Haunt
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None 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.
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 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 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.
Pirate Shade Haunt
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None 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.
Pirate Shade Haunt
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None 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.
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Pirate Shade Haunt
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None 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.
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.
Pirate Shade Haunt
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None 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.
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 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 Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Location #1: Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
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.
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.
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.
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.
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13 Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Location #2: 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: 0 Bl: 0 ?: 2
Located/Displayed Here: None
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.
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.
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.
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
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
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.
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.
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.
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13 Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
Location #3: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: 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.
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.
Villain 2
Type: Monster
Traits:
Giant
Merfolk
Aquatic
To Defeat:
Combat 19 Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.
Armor 2
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.
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.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate
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:
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 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.
Location #4: Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Ally B
Traits:
Human
Aristocrat
Pirate To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7 Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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_
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.
Monster 2
Traits:
Plant
To Defeat:
Combat 11 The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
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.
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.
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13 Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6 When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Location #5: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
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.
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.
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13 Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Location #6: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Villain 2
Type: Monster
Traits:
Merfolk
Aquatic
Mutant
To Defeat:
Combat 16
THEN Combat 18 Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
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.
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.
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.
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.
Item 2
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine
Melee 8 Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
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.
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Nok-Nok {UI} - Matsu Kurisu
|
Nok-Nok/Matsu Kurisu - 5-2C
Ship vote
= Feathered Devil
Starting Plunder vote
= Normal
Loot
Rekkish: 1d1000 ⇒ 510 - Dredge out
Starting Location
= #2: Sea Fort
Hand: Thieves' Tools, Blessing of the Ancients, Rapier, Dogslicer, Captain's Cutlass, ,
Displayed: , , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes:
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 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.
Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
[ ][ ][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
Nok-Nok {UI} - Matsu Kurisu
|
Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry,
Blessing = 0 / Blessing of Hshurha
Start of Turn
At: #2: Sea Fort
Give: No
Move: No
Free explore = 1: Owlbeartross, Monster P,Combat 13 THEN Combat 15
To Defeat: Combat 13 THEN Combat 15
Before you act, 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.
Summon Riptide Grindylow, Henchman 1, Aquatic, Combat 11
Reveal Rapier 1d8+1+2d4, (Barriers +1) +1, Finesse +1d4
Combat 11: 1d8 + 1 + 2d4 + 1 + 1d4 ⇒ (5) + 1 + (3, 3) + 1 + (4) = 17 - Defeated. Owlbeartross DC+4. Free Explore queued
Owlbeartross Combat 17 THEN Combat 19
Discard Rapier 1d8+1+3d4, (Barriers +1) +1, Finesse +1d4
Combat 17: 1d8 + 1 + 3d4 + 1 + 1d4 ⇒ (6) + 1 + (1, 1, 2) + 1 + (4) = 16 - Use Die Bump +1 = 17 Success.
Discard Dogslicer 1d8+1+2d6, (Barriers +1) +1, Finesse +1d4, discard Blessing of the Ancients +1d8
Combat 19: 1d8 + 1 + 2d6 + 1 + 1d4 + 1d8 ⇒ (4) + 1 + (1, 3) + 1 + (1) + (3) = 14 - 1 on d6 = 3, Total = 16.
Paizo Reroll Combat 19: 15 + 1d8 ⇒ 15 + (4) = 19 Woot!!! Success
Owlbeartross.Defeated = Banish next Monster
2: Leather Armor
3: Musket
4: Wooden Shield
5: Leather Armor
6: Whip
7: Shackles Pirate, Monster B - Banished
Location.Explore = 2: Leather Armor, Armor B: Fortitude 2
Fortitude 2: 1d10 + 1 + 2 ⇒ (2) + 1 + 2 = 5 Acquired
End of Turn
Draw up Sword Cane, Blessing of the Gobs
Summary
Location = #2: Sea Fort
Acquired = 2: Leather Armor
Banished = 1: Owlbeartross, 7: Shackles Pirate
Examined = 3: Musket, 4: Wooden Shield, 5: Leather Armor, 6: Whip
From Box =
Displayed =
Give =
Used = Die Bump, Paizo Reroll
Other =
Hand: Thieves' Tools, Captain's Cutlass, ac Leather Armor, Sword Cane, Blessing of the Gobs, ,
Displayed: , , , , , ,
Deck: 8 Discard: 3 Buried: 0
Notes: BoGobs: Copy current blessing. Available
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 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.
Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
[ ][ ][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll Used
Paizo Mat Discard AVAILABLE
| wkover - Poog |
Start at Coastline.
Hand: Dogfinder, Fiery Glare, Cure, B of Gobs, Reformarium Servant, Cauterize,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Will not steal blessing w/ Gobs - plan to get back w/ Dogfinder.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Die bumps: 1
| Mhuirich - Zarlova |
I'll also start at #6: Coastline.
Hand: Riftwarden, Pyrotechnic Blast, Flame Staff, Holy Light, Blessing of the Spellbound 2, Cure,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([x] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Nok-Nok {UI} - Matsu Kurisu
|
Nok-nok - Out of turn
Correcting error. Forgot my power feat was handsize 6
Draw one more card (Blessing of Abadar)
Hand: Thieves' Tools, Captain's Cutlass, ac Leather Armor, Sword Cane, Blessing of the Gobs, Blessing of Abadar,
Displayed: , , , , , ,
Deck: 7 Discard: 3 Buried: 0
Notes: BoAbadar: +2d vs Barrier or +1 other. Available
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
[ ][ ][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll Used
Paizo Mat Discard AVAILABLE
Varian - Dinketry
|
Varian will start at the Beach. I will still nab a Blessing of Besmara from the previous adventure in replacement of one of my basic blessings.
Hand: Scorching Ray, Blessing of Besmara, Steal Book, Acid Jet, Fire Snake, Mirian Raas,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: T-shirt reroll: Not used; Game Mat draw: Used; Die Bumps: 1/1; Use my Besmaran blessing, especially if you'll get 2 dice for a Swashbuckling-associated check.
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([X] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
| Mhuirich - Zarlova |
Turn Order - Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover
Blessing = 1 / Blessing of the Gods
Start of Turn
At: #6: Coastline
Give: No
Move: No
Free explore = 1/Pirate Captain, Monster B, Combat 12(+2)
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.
BYA: Recharge Flame Staff. Discard Pyrotechnic Blast, recharge Blessing of the Spellbound.
Combat 14: 2d10 + 4 + 2d4 ⇒ (3, 10) + 4 + (3, 3) = 23 - Success
Recharge Divine 10: 1d10 + 4 ⇒ (10) + 4 = 14 - Recharged to bottom of deck.
Recharge Poog's Reformarium Servant and Varian's Mirian Raas for structural damage. Discard Riftwarden to explore.
explore = 2/Call Weapon, Spell B, Int/Arc/Wis/Div 4
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.
Auto-acquired. Check top of deck for spell or blessing: Blessing of Pharasma. Draw and discard to explore again.
explore = 3/Giant Wasp, Monster 2, Combat 13
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Use Holy Light. Varian, can I please recharge your Blessing of Besmara? Not using a Amateur Swashbuckler, so only one +1d.
Combat 13: 2d10 + 4 + 2d6 ⇒ (10, 10) + 4 + (5, 6) = 35 - Success
Recharge Divine 8: 1d10 + 4 ⇒ (7) + 4 = 11 - Recharged to top of deck.
Discard Cure for poison damage.
End of Turn
Discard None
Draw Holy Light, Tussah Silk Coat, Life Drain, Ghost Whip, Magical Child, Wand of Detect Magic
Summary
Location = #6: Coastline
Acquired = 2/Call Weapon
Banished = 1/Pirate Captain, 3/Giant Wasp
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Holy Light, Tussah Silk Coat, Life Drain, Ghost Whip, Magical Child, Wand of Detect Magic,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Recharge Magical Child for structural damage as needed.
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([x] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Varian - Dinketry
|
Out of turn: recharge Mirian Raas and discard Blessing of Besmara for Zarlova.
On turn: top card of hourglass is Pirate Shade Haunt. Recharge Acid Jet from my hand and Blessing of Besmara from discard pile.
Varian prepares to disembark from the ship onto the beach of Shark island. As he does so, Zarlova comes up to him and squeezes his hand.
"Do be careful and come back in one piece, Varian," the Nethysian cleric murmurs. She glides away from the wizard as abruptly as she came up to him. Varian's head reels at the unexpected contact and his legs have trouble remaining on the gangplank. With a splash!, Varian goes head first into the shallow water at the edge of the beach, uncharacteristically rattled.
"Yes, well, I'll do that," he mutters to himself, sea water dripping from his nose as he trudges ashore.
Free explore and encounter Benevolent Buckler. Discard Fire Snake for this check.
As he walks ashore, Varian conjures forth a sphere of fire that emanates from his form, drawing the moisture from his body and scorching the earth around him. As this happens, the sands melt away, revealing a water-logged, headless torso still under a shiny shield.
Arcane (5) Check: 1d12 + 2 + 1 ⇒ (2) + 2 + 1 = 5 SUCCESS!
Varian digs out the arcane-limned shield and wanders forward onto the beach, his mind aflood with intrusive thoughts.
End turn. Reset hand.
Hand: Scorching Ray, Benevolent Buckler, Steal Book, Riffle Scrolls, Disrupting Rapier, Helm of Telepathy,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: T-shirt reroll: Not used; Game Mat draw: Used; Die Bumps: 1/1; Varian will use Steal Book for any nice Spell or Item with the Book trait.
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d4 [ ] +1
Intelligence d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Weapon or Spell
Hand Size 6 [ ] 7
Proficient with: Weapons
Powers:
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
You may not attempt checks to recharge spells. When you reset your hand, you may banish ([X] or bury) a card to draw a spell from your discard pile, then shuffle any number of spells from your discard pile into your deck.
After you defeat a barrier ([ ] or acquire a spell), you may examine the top card of your location deck; if it is a spell ([X] or a barrier), you may discard a card to encounter it.
Amateur Swashbuckler: [X] [ ] [ ] [ ] You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
Varian - Dinketry
|
Off-turn: recharge Helm of Telepathy so Poog can examine the top card of his character deck. He may then shuffle his character deck if he wants.
| wkover - Poog |
OOT - Recharging Ref Servant for struc damage. Also, Varian let me look at top card of my deck: B of Kelizandri, which I'll keep. Flip B of Pharasma, stay at Coastline, explore. Encounter villain.
Krelloort
Villain 2
Type: Monster
Traits:
Merfolk
Aquatic
Mutant
To Defeat:
Combat 16
THEN Combat 18 Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
Per villain text Krelloort goes to bottom of Coastline and I encounter Sea Devil Prince instead.
SD Prince
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil. If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
"I smell your blood in the water, shorwalkers! Time to bleed some more!" -Sea Devil Prince
Note that a summoned creature can't summon another creature, so the prince doesn't summon the Sea Devil first. So I just need to fight the Prince. BR - If this is wrong, please let me know.
Combat #1 14 w/ Fiery Glare: 1d10 + 2d4 + 4 + 1d6 ⇒ (3) + (4, 3) + 4 + (1) = 15 - success, choose not to recharge
Using Nok-Nok's B of Gobs for combat #2, which copies Pharasma and is discarded and then Nok heals 2. Using Cauterize, so I will take a damage first (discarding my own Gobs).
Combat #2 17 w/ Cauterize: 1d10 + 2d8 + 4 + 1d6 + 2d10 ⇒ (9) + (7, 7) + 4 + (1) + (1, 5) = 34 - success, choose not to recharge
Sea Devil Prince defeated. Now cast Cure on Zarlova. # of cards healed?: 1d4 + 1 ⇒ (2) + 1 = 3 - full heal. Choose not to recharge Cure.
Finally, banish Dogfinder to draw cards from discard pile. # of cards drawn?: 1d4 + 1 ⇒ (4) + 1 = 5. All cards drawn back into hand.
Hand: Fiery Glare, Cauterize, B of Gobs, Cure, B of Kelizandri, Cloud Puff,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Will steal blessing w/ Gobs if used.
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Die bumps: 1
Krelloort at bottom of Coastline! We just need to close some locations and we can win this thing.
Nok-Nok {UI} - Matsu Kurisu
|
Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry,
Discard Blessing of the Gobs for Poog.
healed card 1: 1d4 ⇒ 1 - Rapier
healed card 2: 1d3 ⇒ 2 - Blessing of the Ancients
Blessing = 4 / Blessing of Achaekek
Start of Turn
At: #2: Sea Fort
Give: No
Move: #3: Shark Island
Free explore = 1: Swamp Ghoul, Monster B, Undead, Aquatic: Combat 11
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.
Reveal Swordcane 1d8+3+1d6, (Barriers +1) +1, Finesse +1d4, Undead +1d4
Combat 11: 1d8 + 3 + 1d6 + 1 + 1d4 + 1d4 ⇒ (4) + 3 + (6) + 1 + (4) + (2) = 20 - Defeated.
Discard Blessing of Abadar explore = 2: Buckler Gun, Armor B
To Acquire: Dexterity 5 THEN Fortitude 5
Dexterity 5 : 1d8 ⇒ 3
Fortitude 5 : 1d10 + 1 + 2 ⇒ (1) + 1 + 2 = 4 - Banished
End of Turn
Draw up Blessing of Asmodeus, Marianix Karn
Summary
Location = #3: Shark Island
Acquired =
Banished = 1: Swamp Ghoul, 2: Buckler Gun
Examined =
From Box = Blessing Deck 5 / Blessing of the Gods
Displayed =
Give =
Used =
Other =
Hand: Thieves' Tools, Captain's Cutlass, ac Leather Armor, Sword Cane, Blessing of Asmodeus, Marianix Karn,
Displayed: , , , , , ,
Deck: 8 Discard: 3 Buried: 0
Notes: BoAsmodeous: +1d vs any. Available
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
[ ][ ][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll Used
Paizo Mat Discard AVAILABLE
| Mhuirich - Zarlova |
Turn Order - Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry, Poog/wkover
Out of turn: Poog Cure's 3 cards. Thanks!
Blessing = 6 / Blessing of the Gods
Start of Turn
At: #6: Coastline
Give: No
Move: No
Free explore = 5/Icy Boarding Pike +1, Weapon B, Str/Mel 10
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.
Auto-fail. Discard Magical Child to explore.
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.
1d6 ⇒ 6 - Acquired.
Free explore per location.
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.
Auto-fail. All characters must recharge a card. End of turn
Discard None
Draw Flame Staff
Summary
Location = #6: Coastline
Acquired = 6/Chain Shirt
Banished = 5/Icy Boarding Pike +1
Examined =
From Box =
Displayed = 7/Swabbing the Decks
Give =
Used =
Other = All characters must recharge a card.
Hand: Holy Light, Flame Staff, Life Drain, Ghost Whip, Chain Shirt (SS), Wand of Detect Magic,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([x] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Varian - Dinketry
|
I forgot to display the Pirate Shade Haunt next to my deck last turn. Not that it mattered, but it’s there now.
Off-turn: recharge Benevolent Buckler for Zarlova.
On turn: Top card of hourglass is...Pirate Shade Haunt (again). Display it and recharge Riffle Scrolls from my hand and Fire Snake from my discard pile.
Varian wanders the beach of the sea devil’s island, his mind haunted by words and desires. Throwing his head back in disgust at his immature infatuation, the half-elf’s eyes go wide as he spies a threat.
Free explore and encounter Lookout Duty. Can I use Nok-Nok’s Blessing of Asmodeus as well as Poog’s BotGobs? I’ve got 2 haunts on me.
Perception (6+2) Check: 3d6 + 2 - 2 ⇒ (5, 5, 1) + 2 - 2 = 11 SUCCESS! Per Varian’s power, I can examine the next card of the location: Instant Armor. Discard Steal Book to immediately encounter it.
Arcane (3) Check: 1d12 + 1 + 2 - 2 ⇒ (11) + 1 + 2 - 2 = 12 SUCCESS!
The wizard squints into the sun and absently rifles through his pockets, finding an errant arcane scroll. Not detecting any further evidence of a threat, Varian wanders off, more confused than before.
End turn. Reset hand.
Scorching Ray, Arnisant, Mind Thrust, Disrupting Rapier +1, Instant Armor, Blessing of the Spellbound. Blessing is available but please try to recharge it. My ally is NOT available for ship damage.
Nok-Nok {UI} - Matsu Kurisu
|
Nok-Nok - out of turn
Recharge Thieves' Tools for Zarlova's Swabbing the Decks:
Discard Blessing of Asmodeus for Varian
Hand: , Captain's Cutlass, ac Leather Armor, Sword Cane, , Marianix Karn,
Displayed: , , , , , ,
Deck: 9 Discard: 4 Buried: 0
Notes:
Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
[ ][ ][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll Used
Paizo Mat Discard AVAILABLE
| wkover - Poog |
OOT - Recharging Fiery Glare for Zarlova's barrier. Discarding Gobs for Varian. Tried to steal a blessing, but next card is also a Shade Haunt - so Gobs discarded instead. Note that Haunt was still discarded, so recharge effects still happen per scenario rules. Darn, will recharge Cloud Puff from hand and Gobs from discard.
On my turn, flip blessing 9: Hshurha. Will stay @ Coastline and encounter face-up barrier.
Con 7 w/ Kelizandri: 3d8 ⇒ (8, 5, 6) = 19 - barrier defeated
Hand: Immolate, Cauterize, B of Green Faith 1, Cure, Stone Axe +1, B of Gozreh,
Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +1
Dexterity d4 []+1
Con d8 []+1 []+2 []+3
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [X]+2 []+3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 []+1 []+2
Favored Card: Blessing
Hand Size 5 []6
Proficient with: Light Armors Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([]+1) to your check that invokes the Animal or Fire trait.
After you bury/discard/recharge/reveal a boon with the Animal trait for its powers, banish it, then you may draw a card.
Die bumps: 1
BR, can you verify whether haunts are displayed when discarded from blessings deck? Scenario rules don't seem to indicate this, and right now some of us are displaying and some of us are not. Thanks!
Nok-Nok {UI} - Matsu Kurisu
|
Turn Order - Poog/wkover, Nok-Nok/Matsu Kurisu, Zarlova/Mhuirich, Varian/dinketrry,
Blessing = 10 / Blessing of Besmara
Start of Turn
At: #3: Shark Island
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Swordcane 1d8+3+1d6, (Barriers +1) +1, Finesse +1d4
Combat 11 (9+2): 1d8 + 3 + 1d6 + 1 + 1d4 ⇒ (8) + 3 + (6) + 1 + (4) = 22 - Defeated.
Give: No
Move: No
Free explore = 3: The Matron, Villain 2, Aquatic:Combat 19
Traits:
Giant
Merfolk
Aquatic
To Defeat:
Combat 19 Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.
BYA summon does not apply. No other characters at location
Discard Swordcane 1d8+3+2d6, (Barriers +1) +1, Finesse +1d4, [b]Poog's B of Green Faith 1 +1d8
Combat 19: 1d8 + 3 + 2d6 + 1 + 1d4 + 1d8 ⇒ (8) + 3 + (1, 1) + 1 + (4) + (3) = 21 - Defeated. Villain flees
End of Turn
Draw up Xoff, Rekkish, ac Blessing of the Gods
Summary
Location = #3: Shark Island - CLOSED
Acquired =
Banished = 3: The Matron. Villain flees
Examined =
From Box =
Displayed =
Give =
Used = Poog's B of Green Faith 1
Other =
Hand: Marianix Karn, Captain's Cutlass, ac Leather Armor, Xoff, Rekkish, ac Blessing of the Gods,
Displayed: , , , , , ,
Deck: 6 Discard: 5 Buried: 0
Notes: Marianix Karn available for Structural damage. NOT the other two ally's
Blessing of the Gods: Copy top blessing. Available
[spoiler=Skills and Powers]SKILLS
Strength d8 +1Dexterity d8 +0
- Stealth: Dexterity +3
Constitution d10 +1
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 +0
Wisdom d4 +0
Charisma d8 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4([ ] 1d6).
On your check against a weapon or an item, add ([ ]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.
Scenario Rewards
" - For SoTT, +1d4 vs banes that have the Undead trait
- you may bury a boon to banish a Pirate Shade Haunt displayed next to your character."
For SoTT, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
[ ][ ][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and
add 1d6; take the new result."
Paizo Reroll Used
Paizo Mat Discard AVAILABLE