Jirelle 12789 |
Update to last turn..due to unable to close..need to undo close and heal.
Hand after acquiring potion of flying and then taking damage examining
I will choose to banish barrier since unable to close. This means that gift is still available.
Hand: w1Captain's Cutlass, BoZon-Kuthon, 1 BoAbadar, BoBesmara, Old Salt, Emerald of Dexterity, Potion of Flying,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 3
"NOTES:
Available Support: Blessings are available for use. (If available)
If Eye in hand, it is available as well
If Fencer in hand, can recharge to take local fight"
Recharged: Masterwork Tools, Monkey,
Discard Pile:
Buried Pile:
Ask Alahazra to recharge a divine card to examine the top card of a location (Chapel Card 1 (Blessing of the Gods))
Explore: Chapel Card 1 (Blessing of the Gods)
I automatically acquire Blessing
Will discard BotG to explore
Explore: Chapel Card 2: Rage
Intelligence Check DC 6: 1d4 + 0 ⇒ (4) + 0 = 4 No Success
SS
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Will discard BoZon-Kuthon to explore
Explore: Chapel Card 3: Swabbing the Decks
Will use gift to add to Constitution
Fortitude Check DC 7: 1d6 + 2 + 1d4 + 1 ⇒ (4) + 2 + (1) + 1 = 8 Success
Not recharging a card due to damage
SS
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.
I now must examine next card (Chapel Card 4: Sandara Quinn)
It isn't item or barrier so no damage
Will then discard old salt to explore
Explore: Chapel Card 4: Sandara Quinn)
Diplomacy Check DC 5: 1d8 + 3 ⇒ (7) + 3 = 10 Success
SS
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Will discard Sandara Quinn to explore and add swashbuckling if non-combat
Explore: Chapel Card 5: Parrot
Survival Check DC 7: 1d8 + 3 ⇒ (6) + 3 = 9 Success
Swashbuckling trait or ship allows reroll of 1 die if desired
SS
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Will discard Parrot to Explore again
Explore: Chapel Card 6: Blessing of the Gods
Automatically acquire Blessing
Will discard BotG to explore
Explore: Chapel Card 7: Topaz of Strength
Strength Check DC 7: 1d6 + 0 ⇒ (4) + 0 = 4 No Success
SS
Item B
Traits:
Object
Magic To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
I now must examine next card (Chapel Card 8: Holy Stone)
It isn't item or barrier so no damage
Ship is anchored.
After building the location decks, shuffle 2 barriers and 1 item from the box into each.
After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.
When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.
Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.
To win, close all locations.
Jirelle ends her turn.
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w1Captain's Cutlass, Emerald of Dexterity, 1 BoAbadar, BoBesmara, Potion of Flying, Dandy Brute,
Displayed:
Deck: 7 Discard: 11 Buried: 0
Hero Points: 3
NOTES:
Available Support: Blessings are available for use. (If available)
If Eye in hand, it is available as well
If Fencer in hand, can recharge to take local fight
Recharged: Masterwork Tools, Monkey,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Acrobatics: Dexterity+1
- Melee (Finesse): Dexterity+2
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
- Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
Reduce Structural damage to your ship by 1 (□ 2).
☑ You gain the skill Diplomacy (□ and Craft): Charisma +3.
□ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
□ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
□ If you are on a ship, you may move at the end of your turn (□ or the character commanding your ship may move at the end of her turn).
Ship Inventory: Mistmourn, Sea Chanty
Loot:
5-1A Blessing of Besmara
5-2A Shark Skin Armor / Totem Necklace
5-2B Rekkish / Rickety Hake
5-2C Brine’s Sting/Farglass
5-2D Buccaneer’s Breastplate/ Svingli’s Eye
In Game Benefits:
5-1B: For the rest of the Adventure Path, 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.
5-1C: 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.
5-1D: For the rest of the Adventure Path, 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.
5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.""
5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (1)
Notes for Alahazra: divine card recharged for Jirelle's turn
Additional Info 1: barriers/items require examines and then may banish; barriers may allow close after rolling d10
Jirelle - Loc 1 Chapel 8-10 remain // 8=Holy Stone (Sp 1)
Arueshalae - Loc 2 Tower (Raft) 1-8 remain // 1=Sea Cat ?-Jalhazar's Curse
Alahazra - Loc 3 Safe House 1-12 remain
Meliski - Loc 4 Scar Bay 1-8 remain // 1- Potion of the Ocean,
Loc 5 Wishing Well 1-13 remain // 1-Blessing of the Gods
S&S Alahazra |
Recharging Holy Light during Jirelle's turn for examine.
ACG - Arueshalae |
Aruey moves to the Safe House to meet up with Alahazra for some healing later on.
Explore to find a Spiked Log Trap. Reveal Thieves' Tools.
Disable 8: 1d8 + 5 + 1d8 ⇒ (2) + 5 + (6) = 13 Defeated. Can't possibly close. Examine the next card, it's an Armor. I'll use Blessing of Barbatos to explore. Can't get it, so it banishes.
"
Hand: Starbow, Buccaneer's Breastplate, Venomous Hand Crossbow +1 2, Blessing of the Samurai 2, Blessing of the Samurai 1, Thieves' Tools (Core), Arueshalae's Gift,
Displayed: Slaying Bolts,
Deck: 3 Discard: 8 Buried: 1
Hero Points: 2/2
Shirt Reroll: Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+1 to it for the turn.
Other: Arueshalae Deck Handler
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 ([ ] 5).
You may evade your encounter ([ ] then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) ([ ] +2) to his checks that use a marked skill. At the start of your ([X] or any) turn, you may add Arueshalae's Gift to your hand.
[ ] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([ ] +2) random cards from his discard pile into his deck, then discard the card you revealed ([ ] and that character may draw a card).
[ ] At the start of your turn you may examine the top card of your location deck. If it is a boon, ([ ] you may) put it on the bottom of the location deck.
S&S Alahazra |
Arueshalae's roll to close: 1d10 ⇒ 2
Blessing of Kelizandri in effect.
Discarding Cure (2) targeting Arueshalae: 1d4 + 1 ⇒ (4) + 1 = 5
SS
Ally 3
Traits:
Tengu
Smuggler To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Charisma 9 using Arueshalae's Gift (cha), revealing Binder's Tome: 1d12 + 2d4 + 4 ⇒ (11) + (4, 2) + 4 = 21
Discard Druid of the Flame to explore.
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
random ship: 1d13 ⇒ 1 Merchantman
perception 7 aided by Arueshalae's Gift and revealing Binder's Tome: 1d12 + 2d4 + 4 ⇒ (11) + (2, 1) + 4 = 18
Merchantman plunder: 2d6 ⇒ (4, 3) = 7 Stash Item.
Examine next card. Lookout Duty banishing it.
combat damage: 1d4 ⇒ 3 discarding Corlan, Rotgut, and Cleric of Nethys to dmg.
roll to close: 1d10 ⇒ 9 Safe House closes.
End turn. Discard Sphere of Fire to draw Cure (2) from discard pile.
Hand: Aqueous Orb, Cure (2), Binder's Tome, Cure (1), Fire Snake, Volcanic Storm, Blessing of the Spellbound (1), Blessing of Hshurha,
Displayed:
Deck: 6 Discard: 7 Buried: 0
"Current Location: Safe House
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Movement: Move me to a Scar Bay with the party if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): 0
Recharged: Blessing of the Spellbound (2), Pyrotechnic Blast, Blessing of the Spellbound (3), Ruby of Charisma, Blessing of Besmara, Holy Light,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Charisma +2
Perception: Charisma +2
Favored Card: X
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Arcane X Light Armor (+1 Hand Size)
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location deck ([ ] or the blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
cast Cure 2 targeting self at the start of Meleski's turn: 1d4 + 1 ⇒ (3) + 1 = 4
Alahazra attempts to recover all cards in her Recovery pile.
Cure (2): Divine 8: 1d12 + 2d4 + 5 ⇒ (7) + (4, 1) + 5 = 17 -> Cure (2) recharged.
Edit. Realized that I'm not on ship. So ignore merchantman and stashed item. Instead I face random monster #1.
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
combat 9 +6 displaying then banishing Aqueous Orb, aided by Arueshalae's Gift and revealing Binder's Tome: 1d12 + 3d6 + 2d4 + 7 ⇒ (9) + (2, 1, 2) + (2, 3) + 7 = 26
Alahazra attempts to recover all cards in her Recovery pile.
Aqueous Orb: Divine 11: 1d12 + 3d4 + 6 ⇒ (4) + (4, 2, 2) + 6 = 18 -> Aqueous Orb recharged.
Drew Blessing of the Spellbound (3) to replace orb.
Safe House card 3 acquired.
Safe House closed.
Arueshalae healed for 6.
Merchantman NOT defeated and no plunder was stashed.
You can use Blessing of Hshurha then BotS for examines.
Grimsnik's Meliski |
The hour is of Kelizandri.
Meliski travels to the Chapel and heals Jirelle. Heal: 1d4 + 1 ⇒ (1) + 1 = 2 Draw Pyrotechnic Blast for playing a divine spell
Meliski grabs the scrolls of Holy Stone and Aqueous Orb. Divine 6: 1d10 + 1d4 + 3 ⇒ (10) + (2) + 3 = 15 Discard Blessing of the Spellbound to explore
Divine 9: 1d10 + 1d4 + 3 ⇒ (2) + (4) + 3 = 9
EOT- Cure recharge: 1d10 + 1d4 + 3 ⇒ (10) + (3) + 3 = 16
Hand: Pyrotechnic Blast, Life Drain, Binder's Tome, Gem of Mental Acuity, Holy Stone, Aqueous Orb,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 3; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ ] +3
Arcane: Charisma +1
Diplomacy: Charisma +1
Divine: Charisma +1
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
When a character at your location would fail a check, you may recharge a card ( [ ] or shuffle it into you deck) to allow her to reroll 1 die ( [X] 2 dice). She must take the second result.
On your first exploration each turn you may encounter the bottom card of your location deck instead of the top card. ( [ ] Then you may shuffle the location deck.)
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[x]For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ]When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (1)
Notes for Jirelle: Healed for 2
Notes for Alahazra: divine card recharged for Jirelle's turn
Additional Info 1: barriers/items require examines and then may banish; barriers may allow close after rolling d10
Jirelle, Meliski - Loc 1 Chapel 10 remain
Loc 2 Tower (Raft) 1-8 remain // 1=Sea Cat ?-Jalhazar's Curse
Alahazra, Arueshalae - Loc 3 Safe House CLOSED
Loc 4 Scar Bay 1-8 remain // 1- Potion of the Ocean,
Loc 5 Wishing Well 1-13 remain // 1-Blessing of the Gods
Jirelle 12789 |
Out of Turn Updates: Healed for 2 during Meliski's turn
Turn Order: Jirelle, Arueshalae, Alahazra, Meliski
Turn - Hour: 12 - Blessings Deck Card 4 Jirelle/Zalarian Blessing of Gozreh
SOT: None
Give Card: None
Move: stay at chapel
Explore: Chapel Card 10: Barroom Brawl
Will use gift for Dexterity.
Dexterity Check DC 5+3=8: 1d10 + 2 + 1d4 + 1 ⇒ (3) + 2 + (4) + 1 = 10 Success
For meliski's check will discard Blessing of Abadar
Strength Check DC 5+3=8: 1d8 + 2d8 ⇒ (8) + (1, 4) = 13 Success
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
0 cards remain, location can close. Will banish Blessing of Besmara (Blessing of Ancients) to close chapel and then receive heal
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (1) + 1 = 2
Ship is anchored.
After building the location decks, shuffle 2 barriers and 1 item from the box into each.
After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.
When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.
Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.
To win, close all locations.
Jirelle ends her turn.
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w1Captain's Cutlass, Emerald of Dexterity, Potion of Flying, Dandy Brute, Sorrow Soul, BoAchaekek,
Displayed:
Deck: 9 Discard: 8 Buried: 0
Hero Points: 3
NOTES:
Available Support: Blessings are available for use. (If available)
If Eye in hand, it is available as well
If Fencer in hand, can recharge to take local fight
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Acrobatics: Dexterity+1
- Melee (Finesse): Dexterity+2
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
- Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
Reduce Structural damage to your ship by 1 (□ 2).
☑ You gain the skill Diplomacy (□ and Craft): Charisma +3.
□ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
□ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
□ If you are on a ship, you may move at the end of your turn (□ or the character commanding your ship may move at the end of her turn).
Ship Inventory: Mistmourn, Sea Chanty
Loot:
5-1A Blessing of Besmara
5-2A Shark Skin Armor / Totem Necklace
5-2B Rekkish / Rickety Hake
5-2C Brine’s Sting/Farglass
5-2D Buccaneer’s Breastplate/ Svingli’s Eye
In Game Benefits:
5-1B: For the rest of the Adventure Path, 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.
5-1C: 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.
5-1D: For the rest of the Adventure Path, 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.
5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.""
5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (8)
Notes for Jirelle: Besmara (Ancients) is banished
Additional Info 1: barriers/items require examines and then may banish; barriers may allow close after rolling d10
Jirelle, Meliski - Loc 1 Chapel CLOSED //
Loc 2 Tower (Raft) 1-8 remain // 1=Sea Cat ?-Jalhazar's Curse
Alahazra, Arueshalae - Loc 3 Safe House CLOSED //
Loc 4 Scar Bay 1-8 remain // 1- Potion of the Ocean,
Loc 5 Wishing Well 1-13 remain // 1-Blessing of the Gods
BR AAUGHWHY |
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
Your ship is the Raft. You cannot command any other ship.
During This Scenario: Your ship is anchored at the Tower.
After building the location decks, shuffle 2 barriers and 1 item from the box into each.
After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.
When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.
Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.
To win, close all locations.
Additional Rules:
SS Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
SS Henchman 3
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 13, Arueshalae/cartmanbeck
Monsters
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
SS
Monster 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_
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Barriers
SS
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.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Barrier 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
SS
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.
SS
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.
SS
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. 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.
SS
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.
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spells
SS
Spell 2
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
SS
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell B
Traits:
Magic
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.
SS
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
SS
Armor 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.
SS
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.
SS
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.
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item B
Traits:
Object
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
SS
Item B
Traits:
Object
Magic To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
SS
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.
SS
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.
Allies
SS
Ally B
Traits:
Human
Aristocrat
Pirate To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Ally 1
Traits:
Halfling
Fighter
Pirate To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 1
Traits:
Dragon
Aquatic
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.
Blessings
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
SS
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 17
Blessings Deck
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Chapel
Closed
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Grimsnik, Jirelle/Zalarian, Either Rage or BOTG are on top, Jirelle's choice
Location #2: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raft, Jalhazar's Curse
SS
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.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Henchman 3
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Location #3: Safe House
Closed
At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, None
Location #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
SS
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
SS
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Location #5: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
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.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
SS
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.
SS
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.
SS
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
ACG - Arueshalae |
Feeling MUCH healthier, Arueshalae heads back to the Tower, finding the Sea Cat. No Animal to display.
Combat 12: 1d8 + 5 + 1d8 + 3 ⇒ (7) + 5 + (5) + 3 = 20 Defeated and displayed next to my Slaying Bolts.
Aruey puts the sea kitty out of its misery and continues searching. BotSamurai to explore again. Freezing Sphere spell. We can let that banish.
"
Hand: Starbow, Buccaneer's Breastplate, Venomous Hand Crossbow +1 2, Blessing of the Samurai 2, Thieves' Tools (Core), Arueshalae's Gift,
Displayed: Slaying Bolts, Sea Cat (on bolts),
Deck: 8 Discard: 4 Buried: 1
Hero Points: 2/2
Shirt Reroll: Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+1 to it for the turn.
Other: Arueshalae Deck Handler
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 ([ ] 5).
You may evade your encounter ([ ] then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) ([ ] +2) to his checks that use a marked skill. At the start of your ([X] or any) turn, you may add Arueshalae's Gift to your hand.
[ ] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([ ] +2) random cards from his discard pile into his deck, then discard the card you revealed ([ ] and that character may draw a card).
[ ] At the start of your turn you may examine the top card of your location deck. If it is a boon, ([ ] you may) put it on the bottom of the location deck.
S&S Alahazra |
Since our raft is at the Tower Arueshalae is on a ship on her turn. So discarding Blessing of Hshurha to help with the spell 3.
intelligence 11 blessed twice by Blessing of Hshurha: 3d6 ⇒ (5, 3, 6) = 14
Arueshalae acquires Tower Card 2: Freezing Sphere.
Blessing of the Gods in effect.
Alahazra moves to the Tower.
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Banished. Discard Blessing of the Spellbound (3) to explore.
SS
Henchman 3
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
wisdom 12 casting Fire Snake, aided by Arueshalae's gift (cha), revealing Binder's Tome: 1d12 + 2d4 + 6 ⇒ (12) + (2, 2) + 6 = 22
Examine next card. Pirate Entertainments. Banish it.
combat damage: 1d4 ⇒ 1 Discard Volcanic Storm.
cast and discard Cure (1) targeting self: 1d4 + 1 ⇒ (1) + 1 = 2
Alahazra ends her turn. Discard Blessing of the Spellbound (1) to draw Cure (1) from discard pile.
Alahazra attempts to recover all cards in her Recovery pile.
Fire Snake: Divine 8: 1d12 + 3d4 + 6 ⇒ (5) + (4, 2, 1) + 6 = 18 -> Fire Snake recharged.
Alahazra resets her hand.
Hand: Cure (1), Blessing of Abadar, Binder's Tome, Cure (2), Holy Light, Blessing of Besmara, Blessing of the Spellbound (3), Pyrotechnic Blast,
Displayed:
Deck: 8 Discard: 5 Buried: 0
"Current Location: Tower
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
Blessing of Besmara: Discard to bless twice on any check that has the Swashbuckling trait.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Movement: Move me to a Scar Bay with the party if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Imp, Druid of the Flame, Sphere of Fire, Blessing of the Spellbound (2), Cleric of Nethys, Aqueous Orb, Ruby of Charisma
Recharged: Fire Snake,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Charisma +2
Perception: Charisma +2
Favored Card: X
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Arcane X Light Armor (+1 Hand Size)
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location deck ([ ] or the blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Tower cards 3 - 5 banished.
May use in order Blessing of Besmara, Blessing of the Spellbound (3), and Holy Light for examines.
Grimsnik's Meliski |
The hour is Cayden Cailean.
Meliski heads back to Scar Bay to get that potion. Int 9: 1d10 + 1d4 + 1 ⇒ (2) + (3) + 1 = 6 re-roll d10: 1d10 + 4 ⇒ (2) + 4 = 6 Recharge Gem of Mental Acuity to change to CHA die, using gift. Recharge Holy Stone for re-roll. Examine next card- Cannoneer
Hand: Pyrotechnic Blast, Life Drain, Binder's Tome, Cook, Riftwarden, Aqueous Orb,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 3; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ ] +3
Arcane: Charisma +1
Diplomacy: Charisma +1
Divine: Charisma +1
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
When a character at your location would fail a check, you may recharge a card ( [ ] or shuffle it into you deck) to allow her to reroll 1 die ( [X] 2 dice). She must take the second result.
On your first exploration each turn you may encounter the bottom card of your location deck instead of the top card. ( [ ] Then you may shuffle the location deck.)
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[x]For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ]When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (8)
Notes for Jirelle: Besmara (Ancients) is banished
Additional Info 1: barriers/items require examines and then may banish; barriers may allow close after rolling d10
Jirelle - Loc 1 Chapel CLOSED //
Alahazra, Arueshalae - Loc 2 Tower (Raft) 6-8 remain
Loc 3 Safe House CLOSED //
Meliski - Loc 4 Scar Bay 2-8 remain // 2- Cannoner
Loc 5 Wishing Well 1-13 remain // 1-Blessing of the Gods
BR AAUGHWHY |
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
Your ship is the Raft. You cannot command any other ship.
During This Scenario: Your ship is anchored at the Tower.
After building the location decks, shuffle 2 barriers and 1 item from the box into each.
After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.
When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.
Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.
To win, close all locations.
Additional Rules:
SS Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
SS Henchman 3
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 16, Jirelle/Zalarian
Monsters
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS
Monster B
Traits:
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_
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barriers
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
SS
Barrier 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
SS
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.
SS
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.
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
SS
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.
SS
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Spells
SS
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
SS
Spell 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.
SS
Spell 2
Traits:
Magic
Arcane
Healing To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 1
Traits:
Magic
Arcane
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.
SS
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 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.
SS
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
SS
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
SS
Item B
Traits:
Object
Magic To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
SS
Item 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.
SS
Item B
Traits:
Object
Magic To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
SS
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Allies
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 3
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
SS
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
SS
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 14
Blessings Deck
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Chapel
Closed
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Either Rage or BOTG are on top, Jirelle's choice
Location #2: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Raft,
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Location #3: Safe House
Closed
At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Grimsnik, None
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
SS
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
SS
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Location #5: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
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.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
SS
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.
SS
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.
SS
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Jirelle 12789 |
Out of Turn Updates: None
Turn Order: Jirelle, Arueshalae, Alahazra, Meliski
Turn - Hour: 16 - BotG
SOT: None
Give Card: None
Move: Chapel -> Wishing Well
Explore: Wishing Well Card 1 (Blessing of the Gods)
I automatically acquire it along with a Pirate shade haunt. Will go ahead and bury potion of fly to remove haunt
Will discard BotG to explore
Explore: Wishing Well Card 2: Becalmed
Survival Check DC 8: 1d8 + 3 ⇒ (6) + 3 = 9 Success
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Must now examine next card (Wishing Well Card 3: Cryptic Runes)
It is a barrier so take damage. Will then choose to banish Cryptic Runes
Combat Damage: 1d4 ⇒ 3 Discard dandy brute, blessing of roach legs, and sorrowsoul
Am I lucky to close?: 1d10 ⇒ 7 Nope
Ship is anchored.
After building the location decks, shuffle 2 barriers and 1 item from the box into each.
After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.
When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.
Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.
To win, close all locations.
Jirelle ends her turn.
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w1Captain's Cutlass, Emerald of Dexterity, parrot, 2 BotG, BoMilani, Monkey,
Displayed:
Deck: 5 Discard: 12 Buried: 1
Hero Points: 3
NOTES:
Available Support: Blessings are available for use. (If available)
If Eye in hand, it is available as well
If Fencer in hand, can recharge to take local fight
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Acrobatics: Dexterity+1
- Melee (Finesse): Dexterity+2
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
- Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
Reduce Structural damage to your ship by 1 (□ 2).
☑ You gain the skill Diplomacy (□ and Craft): Charisma +3.
□ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
□ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
□ If you are on a ship, you may move at the end of your turn (□ or the character commanding your ship may move at the end of her turn).
Ship Inventory: Mistmourn, Sea Chanty
Loot:
5-1A Blessing of Besmara
5-2A Shark Skin Armor / Totem Necklace
5-2B Rekkish / Rickety Hake
5-2C Brine’s Sting/Farglass
5-2D Buccaneer’s Breastplate/ Svingli’s Eye
In Game Benefits:
5-1B: For the rest of the Adventure Path, 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.
5-1C: 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.
5-1D: For the rest of the Adventure Path, 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.
5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.""
5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (8)
Notes for Jirelle: Besmara (Ancients) is banished
Additional Info 1: barriers/items require examines and then may banish; barriers may allow close after rolling d10
Loc 1 Chapel CLOSED //
Alahazra, Arueshalae - Loc 2 Tower (Raft) 6-8 remain
Loc 3 Safe House CLOSED //
Meliski - Loc 4 Scar Bay 2-8 remain // 2- Cannoner
Jirelle - Loc 5 Wishing Well 4-13 remain
ACG - Arueshalae |
Aruey continues looking around the Tower. A Wyvern Blade Trap.
Disable 10: 1d8 + 5 + 1d8 ⇒ (1) + 5 + (6) = 12 Defeated. Top card is an armor, so I don't take damage. I'll let it banish, though.
BoSamurai to explore the last card. Port Peril Corsair.
damage: 1d4 - 1 ⇒ (1) - 1 = 0 NICE!
Requesting a blessing from Jirelle.
Combat 13+6=19: 1d8 + 5 + 1d6 + 3 + 1d8 ⇒ (8) + 5 + (5) + 3 + (6) = 27 Defeated.
To close: Dexterity 7: 1d8 + 3 ⇒ (8) + 3 = 11 Tower closed.
"
Hand: Starbow, Buccaneer's Breastplate, Venomous Hand Crossbow +1 2, Blessing of the Archdevils 1, Mantis Mask, Thieves' Tools (Core), Arueshalae's Gift,
Displayed: Slaying Bolts, Sea Cat (on bolts),
Deck: 6 Discard: 6 Buried: 1
Hero Points: 2/2
Shirt Reroll: Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+1 to it for the turn.
Other: Arueshalae Deck Handler
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 ([ ] 5).
You may evade your encounter ([ ] then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) ([ ] +2) to his checks that use a marked skill. At the start of your ([X] or any) turn, you may add Arueshalae's Gift to your hand.
[ ] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([ ] +2) random cards from his discard pile into his deck, then discard the card you revealed ([ ] and that character may draw a card).
[ ] At the start of your turn you may examine the top card of your location deck. If it is a boon, ([ ] you may) put it on the bottom of the location deck.
BR AAUGHWHY |
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
Your ship is the Raft. You cannot command any other ship.
During This Scenario: Your ship is anchored at the Tower.
After building the location decks, shuffle 2 barriers and 1 item from the box into each.
After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.
When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.
Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.
To win, close all locations.
Additional Rules:
SS Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
SS Henchman 3
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 18, Alahazra/Bigguyinblack
Monsters
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Barriers
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Weapons
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
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.
Spells
SS
Spell 2
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
SS
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
SS
Spell 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.
SS
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.
Armors
SS
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.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 1
Traits:
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.
SS
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.
SS
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite To Acquire:
ConstitutionFortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
SS
Item B
Traits:
Object
Magic To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
SS
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
SS
Item B
Traits:
Book To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Item 2
Traits:
Wand
Attack
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
SS
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Allies
SS
Ally 3
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
SS
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 1
Traits:
Halfling
Fighter
Pirate To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 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.
SS
Ally 3
Traits:
Outsider
Elite To Acquire:
Charisma
Arcane 7
Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.
Blessings
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
SS
Blessing B
Traits:
Divine
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.
Blessings Remaining: 12
Blessings Deck
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Chapel
Closed
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Either Rage or BOTG are on top, Jirelle's choice
Location #2: Tower
Closed
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Raft,
Location #3: Safe House
Closed
At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Grimsnik, None
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
SS
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
SS
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Location #5: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 2 ?: 0
Located/Displayed Here: Jirelle/Zalarian, None
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
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.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
SS
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.
SS
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.
SS
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
S&S Alahazra |
Blessing of Gozreh in effect.
cast Cure (1) targeting Arueshalae: 1d4 + 1 ⇒ (2) + 1 = 3
Alahazra moves to Wishing Well.
cast and discard Cure (2) targeting Jirelle: 1d4 + 1 ⇒ (3) + 1 = 4
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Auto acquire. Bury Blessing of Besmara to banish Pirate Shade Haunt. Discard Blessing of the Spellbound (3) to explore.
SS
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
auto acquire. Bury Holy Light to banish Pirate Shade Haunt.
Alahazra ends her turn. She discards Pyrotechnic Blast to draw Cure (2).
Alahazra attempts to recover all cards in her Recovery pile.
Cure (1): Divine 8: 1d12 + 3d4 + 6 ⇒ (2) + (3, 1, 4) + 6 = 16 -> Cure (1) recharged.
Alahazra resets her hand.
Hand: Blessing of Milani, Blessing of Abadar, Binder's Tome, Cure (2), Old Salt, Druid of the Flame, Ruby of Charisma, Cleric of Nethys,
Displayed:
Deck: 6 Discard: 7 Buried: 2
"Current Location: Wishing Well
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.
Movement: Move me to a Scar Bay with the party if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of the Spellbound (2), Sphere of Fire, Imp, Aqueous Orb
Recharged: Fire Snake, Cure (1),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Charisma +2
Perception: Charisma +2
Favored Card: X
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Arcane X Light Armor (+1 Hand Size)
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location deck ([ ] or the blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Wishing Well cards 1 and 2 acquired.
Arueshalae healed for 3.
Jirelle healed for 4.
Cast and discard Cure (2) targeting self at the start of Meleski's turn: 1d4 + 1 ⇒ (1) + 1 = 2
Grimsnik's Meliski |
The hour is of Cayden Cailean.
Meliski finds a spyglass. Wisdom 4: 1d6 ⇒ 6 Explore bottom card. After encountering item- Cannoneer. Discard Cook to explore.
BYA damage: 1d4 - 1 ⇒ (4) - 1 = 3 2 Structural Damage after Jirelle's power- Pyrotechnic Blast and Life Drain.
A ball of water picks up the Cannoneer. Combat 17: 1d10 + 3d6 + 1d4 + 4 ⇒ (6) + (4, 6, 4) + (3) + 4 = 27 Playing Aqueous Orb, and gift. Discarding spyglass to examine top 2 cards of location-Coral Capuchin then Illusory Wall
EOT- recharge AO: 1d10 + 2d4 + 4 ⇒ (10) + (2, 1) + 4 = 17
Hand: Wand of Flying, Blessing of Abadar, Binder's Tome, Blessing of Pharasma, Riftwarden, Vampire Bat,
Displayed:
Deck: 9 Discard: 7 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 3; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ ] +3
Arcane: Charisma +1
Diplomacy: Charisma +1
Divine: Charisma +1
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
When a character at your location would fail a check, you may recharge a card ( [ ] or shuffle it into you deck) to allow her to reroll 1 die ( [X] 2 dice). She must take the second result.
On your first exploration each turn you may encounter the bottom card of your location deck instead of the top card. ( [ ] Then you may shuffle the location deck.)
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[x]For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ]When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (8)
Notes for Jirelle: Besmara (Ancients) is banished
Additional Info 1: barriers/items require examines and then may banish; barriers may allow close after rolling d10
Loc 1 Chapel CLOSED //
Alahazra, Arueshalae - Loc 2 Tower (Raft) CLOSED
Loc 3 Safe House CLOSED //
Meliski - Loc 4 Scar Bay 2-6 remain // 2- Coral Capuchin, 3- Illusory Wall
Jirelle - Loc 5 Wishing Well 2-10 remain
Jirelle 12789 |
Out of Turn Updates: Discarded BotG for Arueshalae
Received heal 4 from Alahazra
Turn Order: Jirelle, Arueshalae, Alahazra, Meliski
Turn - Hour: 14 - BotG
SOT: None
Give Card: None
Move: Stay at Wishing Well
Explore: Wishing Well Card 3: Aid
I automatically acquire and gain a pirate shade haunt
SS
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.
Will discard Parrot to explore
Explore: Wishing Well Card 4: Storm
Storm is displayed
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Since it is a barrier, first examine next card. It is Wishing Well Card 5: Pirate Captain
Jirelle exchanges grimaces and glances with the pirate captain but decides to let him go..this time.
Will choose to banish Pirate Captain due to scenario power
See if Well can be closed DC 5: 1d10 ⇒ 3 No chance at the moment
Ship is anchored.
After building the location decks, shuffle 2 barriers and 1 item from the box into each.
After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.
When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.
Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.
To win, close all locations.
Jirelle ends her turn.
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w1Captain's Cutlass, Monkey, Emerald of Dexterity, BoMilani, Aid, Sorrow Soul,
Displayed:
Deck: 8 Discard: 10 Buried: 1
Hero Points: 3
NOTES:
Available Support: Blessings are available for use. (If available)
If Eye in hand, it is available as well
If Fencer in hand, can recharge to take local fight
If Sorrowsoul in hand, can recharge to add 1 for each 1 or 2 rolled (add another if cold or undead)
Willing to banish Aid should it be needed..or I will likely bury to remove haunt when/if needed
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Acrobatics: Dexterity+1
- Melee (Finesse): Dexterity+2
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
- Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
Reduce Structural damage to your ship by 1 (□ 2).
☑ You gain the skill Diplomacy (□ and Craft): Charisma +3.
□ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
□ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
□ If you are on a ship, you may move at the end of your turn (□ or the character commanding your ship may move at the end of her turn).
Ship Inventory: Mistmourn, Sea Chanty
Loot:
5-1A Blessing of Besmara
5-2A Shark Skin Armor / Totem Necklace
5-2B Rekkish / Rickety Hake
5-2C Brine’s Sting/Farglass
5-2D Buccaneer’s Breastplate/ Svingli’s Eye
In Game Benefits:
5-1B: For the rest of the Adventure Path, 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.
5-1C: 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.
5-1D: For the rest of the Adventure Path, 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.
5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.""
5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (8)
Notes for Jirelle: Besmara (Ancients) is banished
Additional Info 1: barriers/items require examines and then may banish; barriers may allow close after rolling d10
Loc 1 Chapel CLOSED //
Alahazra, Arueshalae - Loc 2 Tower (Raft) CLOSED
Loc 3 Safe House CLOSED //
Meliski - Loc 4 Scar Bay 2-6 remain // 2- Coral Capuchin, 3- Illusory Wall
Jirelle - Loc 5 Wishing Well 6-10 remain
BR AAUGHWHY |
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
Your ship is the Raft. You cannot command any other ship.
During This Scenario: Your ship is anchored at the Tower.
After building the location decks, shuffle 2 barriers and 1 item from the box into each.
After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.
When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.
Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.
To win, close all locations.
Additional Rules:
SS Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
SS Henchman 3
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 21, Arueshalae/cartmanbeck
Monsters
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
SS
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.
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Barriers
SS
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.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged 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.
SS
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.
SS
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.
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
SS
Spell 2
Traits:
Magic
Arcane
Healing To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 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.
SS
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.
SS
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.
SS
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Armors
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
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.
SS
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.
SS
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
SS
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
SS
Item 2
Traits:
Wand
Attack
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
SS
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.
SS
Item B
Traits:
Object
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
SS
Item 2
Traits:
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.
Allies
SS
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
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.
SS
Ally B
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Blessings
SS
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 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.
SS
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 9
Blessings Deck
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Chapel
Closed
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Either Rage or BOTG are on top, Jirelle's choice
Location #2: Tower
Closed
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Arueshalae/cartmanbeck, Raft,
Location #3: Safe House
Closed
At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Grimsnik, None
SS
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Location #5: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Alahazra/Bigguyinblack,
SS Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
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.
SS
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.
SS
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
ACG - Arueshalae |
Arueshalae heads to the Wishing Well to meet up with her allies.
She explores to find a Hydraulic Push spell. Auto-acquired, and Haunt displayed. I'll bury it to remove that haunt.
Blessing of the Archdevils to explore again. Liquid Ice item. Auto-picked up, then buried to remove the haunt.
"
Hand: Starbow, Buccaneer's Breastplate, Venomous Hand Crossbow +1 2, Chakram, Mantis Mask, Thieves' Tools (Core), Arueshalae's Gift,
Displayed: Slaying Bolts, Sea Cat (on bolts),
Deck: 8 Discard: 4 Buried: 3
Hero Points: 2/2
Shirt Reroll: Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+1 to it for the turn.
Other: Arueshalae Deck Handler
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 ([ ] 5).
You may evade your encounter ([ ] then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) ([ ] +2) to his checks that use a marked skill. At the start of your ([X] or any) turn, you may add Arueshalae's Gift to your hand.
[ ] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([ ] +2) random cards from his discard pile into his deck, then discard the card you revealed ([ ] and that character may draw a card).
[ ] At the start of your turn you may examine the top card of your location deck. If it is a boon, ([ ] you may) put it on the bottom of the location deck.
S&S Alahazra |
Blessing of Abadar in effect.
storm?: 1d6 ⇒ 5 Arueshalae reveals Buccaneer's Breastplate to reduce it by 1, Jirelle reduces it by another 1. Arueshalae discards 2 cards. Alahazra discards Binder's Tome to prevent the last.
random location: 1d4 ⇒ 2 Tower
Alahazra continues with the Wishing Well.
SS
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
Auto acquire and bury it to banish haunt. Discard Druid of the Flame to explore.
Examine next card. Not an item or barrier.
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Auto acquire bury to banish haunt. Recharge Blessing of Abadar to explore.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
perception 10 +3 aided by Arueshalae's gift: 1d12 + 1d4 + 5 ⇒ (12) + (1) + 5 = 18
knowledge 8 recharging Ruby of Charisma and recharging Old Salt: 1d12 + 5 ⇒ (2) + 5 = 7
folio reroll: 1d12 ⇒ 4 9. Wishing well closed.
Alahazra ends her turn. Discards Blessing of Milani to draw Cure (2) from her discard pile.
Hand: Cure (2), Sphere of Fire, Pyrotechnic Blast, Corlan, Old Salt, Blessing of the Spellbound (2), Imp, Cleric of Nethys,
Displayed:
Deck: 5 Discard: 8 Buried: 4
"Current Location: Wishing Well
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Reroll used.Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Movement: Move me to a Scar Bay with the party if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Cure (1), Aqueous Orb, Fire Snake
Recharged: Blessing of Abadar, Ruby of Charisma,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Charisma +2
Perception: Charisma +2
Favored Card: X
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Arcane X Light Armor (+1 Hand Size)
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location deck ([ ] or the blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Wishing Well cards 3 and 4 acquired.
Wishing Well closed.
Arueshalae took 1d4 combat damage on her turn. 3 of which can be prevented with Buccaneer's Breastplate.
Arueshalae discards 2 cards on Alahazra's turn to prevent Structural damage.
Storm moved to Tower.
Grimsnik's Meliski |
The hour is of Achaekek.
Meliski spooks the tiny creature. Wisdom 6: 1d6 ⇒ 4 Discard Vampire Bat to explore
The dwarf then looks around for the illusory wall. Arcane 6+3: 3d10 + 3 + 1d4 ⇒ (8, 2, 10) + 3 + (4) = 27 Discard Blessing of Abadar and reveal Binder's Tome
And finds a pirate party going on. Using Illusory Wall power to Examine Top Card- Pirate Entertainments. Putting it on bottom.
Scenario Power- Examine top card of location after defeating barrier- Sea Drake. Close?: 1d10 ⇒ 10
Divine 8: 3d10 + 1d4 + 3 ⇒ (9, 7, 9) + (2) + 3 = 30 Recharge Riftwarden, discard BoP, reveal Binder's Tome
WPC- Discard Binder's Tome and Wand of Flying.
Windjammer's Win
BR AAUGHWHY |
Completed Scenario 5-3C: The Lure of Artifacts
Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull.
At the end of each scenario, return the loot to the game box.
Development:
You made it past the enchanted runes to enter the temple, and you found no shortage of danger within. The collection of artifacts you’ve found to take back to the Pathfinder Society is nothing to sniff at, but you haven’t found anything connected to The Hao Jin Tapestry. You’re just making your way to the exit with your finds when a shadow darkens the doorway.
“The answers… I have found them.”
The voice is familiar, but Akinaru doesn’t look like you expect him to. In fact, he doesn’t look like you expect anyone to look. He grows easily two feet in height, and his features warp and transform. His face becomes monstrous and dark, and his hands now end in black talons.
“I have found my true calling,” he says, and you now wonder if you should not have helped in that process.
“The answers… I have found them.”
The voice is familiar, but Akinaru doesn’t look like you expect him to. In fact, he doesn’t look like you expect anyone to look. He grows easily two feet in height, and his features warp and transform. His face becomes monstrous and dark, and his hands now end in black talons. Arueshalae's eyes narrow, she knows an evil outsider when she sees one.
“I have found my true calling,” he says, and you now wonder if you should not have helped in that process.
Tier Rewards
Everyone Gains 1 XP and 1 Hero Point
Arueshalae, Meliski, and Alahazra: 3.3
Jirelle: 3.4
Acquired Cards:
Old Salt (Ally B)
Corlan (Ally 3)
Tessa Fairwind (Ally 3)
Sandara Quinn (Ally 1)
Rotgut (Ally 2)
Parrot (Ally B)
Benevolent Buckler (Armor 1)
Blessing of the Gods (Blessing B)
Blessing of Hshurha (Blessing 2)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Milani (Blessing B)
Potion of Flying (Item 3)
Liquid Ice (Item 2)
Spyglass (Item B)
Powder Keg (Item 3)
Aqueous Orb (Spell 2)
Freezing Sphere (Spell 3)
Aid (Spell B)
Holy Stone (Spell 1)
Hydraulic Push (Spell 1)
BR AAUGHWHY |
Scenario 5-3D: Reunion in the Ruins
Standing before you, barring your exit from the temple, is Akinaru, your guide through this strange land. As he steps out of the harsh sunlight and into the passageway, you notice that he does not look quite the same. He’s quite a bit taller, and his features are no longer those of an elf. They are monstrous and oversized, and his fingers have turned to thick, gnarled claws.
“I found the answers that I sought. I have found my true calling. That missing patch of trees in the jungle was my real prison, not the tapestry.”
He approaches you, his eyes glistening with sinister ambition.
“I was a kami once, you see. A wretched kami, doomed to mope around this cursed jungle until I fulfilled my task. But I wanted more. I wanted to enjoy the pleasures that this world has to offer, and make them mine. I was in that patch of trees that went missing. Hao Jin scooped me up for her pathetic collection, and trapped me in that foul tapestry. Now that I’ve seen my former ward, I know that I was never meant to protect this world. I was meant to consume it.”
A sinister smile now playing on his twisted face, Akinaru begins to slowly pace before the exit, never taking his eyes off you.
“You needn’t be afraid. You’ve helped me get this far; I certainly owe you some reward for that. Your companionship has been admirable, and I will be sure that you savor plenty of your own delights. Once I’ve unraveled the blasted tapestry, I will need assistance in shepherding my fellow oni into the physical world. Together we shall enjoy everything that existence has to offer us!”
Drawing your weapon, you tell Akinaru exactly what you think of his offer.
“You are worthless! If you choose to waste your mortal existence, then so be it! You shall perish along with this doomed world!” he screams, slamming his fist through a nearby pillar. Suddenly, Akinaru transforms into a hideous, three-eyed giant with vicious horns. As he slams into the walls and pillars around him, the ground shakes and the ruins start collapsing around you. You’ll have to act fast to survive!
When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a Ghol-Gan Ruins location, do not flip the location card over.
When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage
When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.
To win, close the Tower.
Adventure Card Guild characters may choose a bonus deck upgrade.
---------------------------------
Story Banes
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
BR AAUGHWHY |
Random Ghol-Gan: 1d4 ⇒ 4
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
Your ship is the Raft. You cannot command any other ship.
During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.
When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a Ghol-Gan Ruins location, do not flip the location card over.
When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage
When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.
To win, close the Tower.
Additional Rules:
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 0, Meliski/Grimsnik
Monsters
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Barriers
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Barrier 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.
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Weapons
SS
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.
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Weapon B
Traits:
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.
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Spells
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 1
Traits:
Magic
Arcane
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.
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
SS
Spell 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.
SS
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.
Armors
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 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.
SS
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.
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
SS
Item B
Traits:
Object
Magic
To Acquire:
Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.
SS
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.
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Allies
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 3
Traits:
Human
Surgeon
To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
SS
Ally 1
Traits:
Human
Cleric
Pirate
To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raft
ACG - Arueshalae |
"
Hand: Blessing of the Archdevils 1, Starbow, Gem of Physical Prowess, Surgeon, Unfettered Imp, Mantis Mask, Arueshalae's Gift,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 2/2
Shirt Reroll: Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+1 to it for the turn.
Other: Arueshalae Deck Handler
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 ([ ] 5).
You may evade your encounter ([ ] then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) ([ ] +2) to his checks that use a marked skill. At the start of your ([X] or any) turn, you may add Arueshalae's Gift to your hand.
[ ] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([ ] +2) random cards from his discard pile into his deck, then discard the card you revealed ([ ] and that character may draw a card).
[ ] At the start of your turn you may examine the top card of your location deck. If it is a boon, ([ ] you may) put it on the bottom of the location deck.
Grimsnik's Meliski |
Hand: Wand of Flying, Blessing of the Spellbound 1, Holy Javelin, Cook, Life Drain, Shield Cloak,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 3; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ ] +3
Arcane: Charisma +1
Diplomacy: Charisma +1
Divine: Charisma +1
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
When a character at your location would fail a check, you may recharge a card ( [ ] or shuffle it into you deck) to allow her to reroll 1 die ( [X] 2 dice). She must take the second result.
On your first exploration each turn you may encounter the bottom card of your location deck instead of the top card. ( [ ] Then you may shuffle the location deck.)
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[x]For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ]When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
S&S Alahazra |
Replacing BitG with BoBesmara loot. Starting location Ghol-Gan Ruins #4.
Hand: Sphere of Fire, Fire Snake, Druid of the Flame, Blessing of the Spellbound (2), Blessing of Abadar, Blessing of the Spellbound (1), Blessing of Besmara, Major Cure,
Displayed:
Deck: 10 Discard: 0 Buried: 0
"Current Location: Ghol-Gan Ruins #4
Hero Points: 3"
"NOTES:
Available Support: Blessings are available for use.Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Blessing of Besmara: Discard to bless twice on any check that has the Swashbuckling trait.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
Movement: Move me to a Scar Bay with the party if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Binder's Tome, Imp, Pyrotechnic Blast, Cleric of Nethys, Ruby of Charisma, Cure (1), Holy Light, Blessing of the Spellbound (3), Volcanic Storm, Aqueous Orb
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Charisma +2
Perception: Charisma +2
Favored Card: X
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Arcane X Light Armor (+1 Hand Size)
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location deck ([ ] or the blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Jirelle 12789 |
Jirelle 5-3D: Reunion in the Ruins
Starting Location Will start with anchored raft
Loot
5-1A - Will put BotAncients into box and put BoBesmara into Deck
5-2B - Will put Sorrowsoul in to box and put Rickety Hake into Deck
5-2C - Will put Acidic Whip +1 into box and put Brine's Sting into Deck
5-3C - Will put Spyglass into box and put Ring of the Iron Skull into Deck
5-3B- Will put wristblade +1 into box and put Monkey into Deck
Starting Hand - Favored Card Ally
"
Hand: Fencer, l1Brine's Sting, Dandy Brute, Rickety Hake, Old Salt, Ring of the Iron Skull,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings are available for use. (If available)
If Eye in hand, it is available as well
If Fencer in hand, can recharge to take local fight
If Sorrowsoul in hand, can recharge to add 1 for each 1 or 2 rolled (add another if cold or undead)
Willing to banish Aid should it be needed..or I will likely bury to remove haunt when/if needed
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Acrobatics: Dexterity+1
- Melee (Finesse): Dexterity+2
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
- Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
Reduce Structural damage to your ship by 1 (□ 2).
☑ You gain the skill Diplomacy (□ and Craft): Charisma +3.
□ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
□ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
□ If you are on a ship, you may move at the end of your turn (□ or the character commanding your ship may move at the end of her turn).
Ship Inventory: Mistmourn, Sea Chanty
Loot:
5-1A Blessing of Besmara
5-2A Shark Skin Armor / Totem Necklace
5-2B Rekkish / Rickety Hake
5-2C Brine’s Sting/Farglass
5-2D Buccaneer’s Breastplate/ Svingli’s Eye
In Game Benefits:
5-1B: For the rest of the Adventure Path, 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.
5-1C: 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.
5-1D: For the rest of the Adventure Path, 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.
5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.""
5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull.
BR AAUGHWHY |
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
Your ship is the Raft. You cannot command any other ship.
During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.
When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a Ghol-Gan Ruins location, do not flip the location card over.
When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage
When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.
To win, close the Tower.
Additional Rules:
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 1, Jirelle/Zalarian
Monsters
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Barriers
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Barrier 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.
SS
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.
Weapons
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon 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.
SS
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.
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
SS
Spell 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.
SS
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.
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Armors
SS
Armor 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.
SS
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.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
SS
Item 3
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.
SS
Item B
Traits:
Object
Magic
To Acquire:
Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
Allies
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
Half-Elf
Bard
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally 1
Traits:
Human
Cleric
Pirate
To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 29
Hourglass
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
SS
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_
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
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.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
SS
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.
SS
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS
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.
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
SS
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.
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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.
SS
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Meliski/Grimsnik, Jirelle/Zalarian, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Raft
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
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.
SS
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Ally B
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Jirelle 12789 |
Out of Turn Updates: None
Turn Order: Jirelle, Arueshalae, Alahazra, Meliski
Turn - Hour: 1- Blessing of Cayden Cailean
SOT: None
Give Card: None
Move: Stay at Ruins 4
Explore: Ghol-Gan Ruins Card 1: Pirate Captain
Will recharge Fencer
Will use Arueshalae's gift to add d4+1
Brine's Sting Combat Check DC 12+3=15: 1d10 + 2d4 + 6 + 1d4 + 1 ⇒ (2) + (2, 3) + 6 + (2) + 1 = 16 Refining
Swashbuckling and aquatic allows each reroll of 1 die if desired
Brine's Sting Combat Check DC 12+3=15: 1d10 + 2 + 3 + 2 + 1d4 + 1 ⇒ (8) + 2 + 3 + 2 + (3) + 1 = 19
Monster defeated
Raft takes 2-1=1 structural damage.
Since defeated by at least 4, reveal ring to examine top card (Ghol-Gan Ruins Card 2: Holy Stone)
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship. Will discard Dandy Brute
Ship is anchored.
eot succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage
Jirelle ends her turn.
Acrobatics Check DC 5: 1d10 + 3 ⇒ (4) + 3 = 7 Success
Combat damage if check failed: 0d4 ⇒ (-) = 0 TBD
Will choose to banish top card of current location (Ghol-Gan Ruins Card 2: Holy Stone)
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: BoBesmara, l1Brine's Sting, Evangelist, Rickety Hake, Old Salt, Ring of the Iron Skull,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings are available for use. (If available)
If Eye in hand, it is available as well
If Fencer in hand, can recharge to take local fight
If Sorrowsoul in hand, can recharge to add 1 for each 1 or 2 rolled (add another if cold or undead)
Willing to banish Aid should it be needed..or I will likely bury to remove haunt when/if needed
Recharged: Fencer,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Acrobatics: Dexterity+1
- Melee (Finesse): Dexterity+2
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
- Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
Reduce Structural damage to your ship by 1 (□ 2).
☑ You gain the skill Diplomacy (□ and Craft): Charisma +3.
□ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
□ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
□ If you are on a ship, you may move at the end of your turn (□ or the character commanding your ship may move at the end of her turn).
Ship Inventory: Mistmourn, Sea Chanty
Loot:
5-1A Blessing of Besmara
5-2A Shark Skin Armor / Totem Necklace
5-2B Rekkish / Rickety Hake
5-2C Brine’s Sting/Farglass
5-2D Buccaneer’s Breastplate/ Svingli’s Eye
In Game Benefits:
5-1B: For the rest of the Adventure Path, 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.
5-1C: 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.
5-1D: For the rest of the Adventure Path, 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.
5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.""
5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (1)
Plunder: Item
Additional Info 1: All banes +3 difficulty to defeat due to ruins loc power
Additional Info 2: EOT Dex, Acro, Wis, Perc 5 check or 1d4 Combat damage; may then banish the top card of your location (independent of check)
Location #1: Ghol-Gan Ruins 1-10 remain //
Location #2: Ghol-Gan Ruins 1-10 remain
Location #3: Ghol-Gan Ruins 1-10 remain //
Alahazra, Arueshalae, Meliski, Jirelle - Location #4: Ghol-Gan Ruins (Raft) 3-10 remain
ACG - Arueshalae |
Arueshalae follows Jirelle into the ruins, finding a... ship where she has to swab the decks. What a strange thing to find inside some ancient ruins... she muses as she swabs. Recharging my Gem of Physical Prowess to use Dexterity. Using Alahazra's Blessing of Abadar, which will recharge since it's also the top of the Hourglass.
Constiution 7+3=10: 1d8 + 2d8 ⇒ (3) + (5, 4) = 12 Defeated. Will choose not to recharge any cards.
Blessing of the Archdevils to explore again. A melee weapon. We'll let that banish, I think.
EoT Dexterity 5: 1d8 + 3 ⇒ (2) + 3 = 5 No damage. I'll banish the top card, which was Collapsing Hallways.
"
Hand: Thieves' Tools (Core), Starbow, Blessing of Erastil, Surgeon, Unfettered Imp, Mantis Mask, Arueshalae's Gift,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 2/2
Shirt Reroll: Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+1 to it for the turn.
Other: Arueshalae Deck Handler
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 ([ ] 5).
You may evade your encounter ([ ] then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) ([ ] +2) to his checks that use a marked skill. At the start of your ([X] or any) turn, you may add Arueshalae's Gift to your hand.
[ ] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([ ] +2) random cards from his discard pile into his deck, then discard the card you revealed ([ ] and that character may draw a card).
[ ] At the start of your turn you may examine the top card of your location deck. If it is a boon, ([ ] you may) put it on the bottom of the location deck.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (1)
Plunder: Item
Additional Info 1: All banes +3 difficulty to defeat due to ruins loc power
Additional Info 2: EOT Dex, Acro, Wis, Perc 5 check or 1d4 Combat damage; may then banish the top card of your location (independent of check)
Location #1: Ghol-Gan Ruins 1-10 remain //
Location #2: Ghol-Gan Ruins 1-10 remain
Location #3: Ghol-Gan Ruins 1-10 remain //
Alahazra, Arueshalae, Meliski, Jirelle - Location #4: Ghol-Gan Ruins (Raft) 6-10 remain
S&S Alahazra |
BoAbadar recharged. Blessing of the Gods in effect.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Auto acquire. Discard Blessing of Pharasma to explore.
SS
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.
Everyone must make a Constitution/Fortitude 9 check or take 2 fire damage.
constitution 6 +3 casting and discarding Fire Snake, using Arueshalae's Gift (cha): 1d12 + 1d4 + 6 ⇒ (2) + (4) + 6 = 12
Discard Druid of the Flame to explore.
SS
Ally B
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
charisma 6 aided by Arueshalae's Gift: 1d12 + 1d4 + 4 ⇒ (6) + (3) + 4 = 13
Discard Besmaran Priest to explore.
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
wisdom 8 +3 +3 discarding Blessing of Besmara to bless twice: 3d8 ⇒ (7, 7, 5) = 19
Recharge Blessing of the Spellbound (1) to examine the top card of Location #1: Ghol-Gan Ruins. (Rage spell 1) Recharge Blessing of the Spellbound (2) to examine the top card of Location #2: Ghol-Gan Ruins (Animalbane Dagger +1 weapon 1)
cast and discard Major Cure targeting self: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Auto pass eot perception 5 check. Banish last card Tiger Shark.
Hand: Sphere of Fire, Blessing of the Spellbound (2), Cure (1), Pyrotechnic Blast, Imp, Blessing of Besmara, Ruby of Charisma, Cleric of Nethys,
Displayed:
Deck: 11 Discard: 1 Buried: 0
"Current Location: Ghol-Gan Ruins #4
Hero Points: 3"
"NOTES:
Available Support: Blessings are available for use.Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Blessing of Besmara: Discard to bless twice on any check that has the Swashbuckling trait.
Movement: Move me to a Scar Bay with the party if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Fire Snake, Blessing of the Spellbound (1), Blessing of Abadar, Blessing of Pharasma, Druid of the Flame, Holy Light, Binder's Tome, Volcanic Storm, Blessing of the Spellbound (3), Aqueous Orb, Besmaran Priest
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Charisma +2
Perception: Charisma +2
Favored Card: X
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Arcane X Light Armor (+1 Hand Size)
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location deck ([ ] or the blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Location #4: Ghol-Gan Ruins cards 6 and 8 acquired.
No cards remaining at Location #4: Ghol-Gan Ruins but it is still open.
Everyone must make a Constitution/Fortitude 9 check or take 2 fire damage.
Jirelle 12789 |
Arueshalae evades the Bucket Brigade
Reveal Evangelist to add 1 and recharge 2 allies to add 2d4 (Old Salt and Rickety Hake
Fortitude Check DC 9: 1d6 + 3 + 2d4 ⇒ (5) + 3 + (1, 3) = 12 Success
"
Hand: Evangelist, BoBesmara, l1Brine's Sting, Ring of the Iron Skull,
Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings are available for use. (If available)
If Eye in hand, it is available as well
If Fencer in hand, can recharge to take local fight
If Sorrowsoul in hand, can recharge to add 1 for each 1 or 2 rolled (add another if cold or undead)
Willing to banish Aid should it be needed..or I will likely bury to remove haunt when/if needed
Recharged: Fencer, Old Salt, Rickety Hake,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Acrobatics: Dexterity+1
- Melee (Finesse): Dexterity+2
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
- Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
Reduce Structural damage to your ship by 1 (□ 2).
☑ You gain the skill Diplomacy (□ and Craft): Charisma +3.
□ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
□ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
□ If you are on a ship, you may move at the end of your turn (□ or the character commanding your ship may move at the end of her turn).
Ship Inventory: Mistmourn, Sea Chanty
Loot:
5-1A Blessing of Besmara
5-2A Shark Skin Armor / Totem Necklace
5-2B Rekkish / Rickety Hake
5-2C Brine’s Sting/Farglass
5-2D Buccaneer’s Breastplate/ Svingli’s Eye
In Game Benefits:
5-1B: For the rest of the Adventure Path, 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.
5-1C: 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.
5-1D: For the rest of the Adventure Path, 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.
5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.""
5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull.
BR AAUGHWHY |
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
Your ship is the Raft. You cannot command any other ship.
During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.
When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a Ghol-Gan Ruins location, do not flip the location card over.
When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage
When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.
To win, close the Tower.
Additional Rules:
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 4, Meliski/Grimsnik
Monsters
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Barriers
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
SS
Barrier 2
Traits:
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.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
SS
Weapon 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.
SS
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.
SS
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.
Spells
SS
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.
SS
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.
SS
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.
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armors
SS
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.
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 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.
SS
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.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
SS
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.
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.
Allies
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
Human
Surgeon
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Blessings
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing 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.
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 26
Hourglass
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
SS
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_
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
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.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
SS
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.
SS
Ally 3
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS
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.
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
SS
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.
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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.
SS
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Grimsnik, Jirelle/Zalarian, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Raft
Grimsnik's Meliski |
Con 6: 1d6 ⇒ 6
The hour is of Milani.
Meliski closes up this set of ruins.
Str 5+3: 1d8 + 1d4 + 2 ⇒ (8) + (4) + 2 = 14
Hand: Wand of Flying, Blessing of the Spellbound 1, Holy Javelin, Cook, Life Drain, Shield Cloak,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 3; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ ] +3
Arcane: Charisma +1
Diplomacy: Charisma +1
Divine: Charisma +1
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
When a character at your location would fail a check, you may recharge a card ( [ ] or shuffle it into you deck) to allow her to reroll 1 die ( [X] 2 dice). She must take the second result.
On your first exploration each turn you may encounter the bottom card of your location deck instead of the top card. ( [ ] Then you may shuffle the location deck.)
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[x]For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ]When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (1)
Plunder: Item
Additional Info 1: All banes +3 difficulty to defeat due to ruins loc power
Additional Info 2: EOT Dex, Acro, Wis, Perc 5 check or 1d4 Combat damage; may then banish the top card of your location (independent of check)
Location #1: Ghol-Gan Ruins 1-10 remain //
Location #2: Ghol-Gan Ruins 1-10 remain
Location #3: Ghol-Gan Ruins 1-10 remain //
Alahazra, Arueshalae, Meliski, Jirelle - Location #4: Ghol-Gan Ruins (Raft) CLOSED
ACG - Arueshalae |
Taking 2 Fire damage from Alahazra's turn, which I reduce to 0.
Arueshae heads over to Ghol-Gan #2 (our ship is docked so I can't take you guys with me).
She attempts to pick up the dagger that was scouted there.
Ranged 7: 1d8 + 5 ⇒ (8) + 5 = 13
Blessing of Erastil to explore again. Spiked Log Trap. Reveal Thieves Tools.
Disable 8+3=11: 1d8 + 5 + 1d8 ⇒ (4) + 5 + (7) = 16 Defeated.
I'll Surgeon to heal a card and end my turn there.
Dexterity 5: 1d8 + 3 ⇒ (5) + 3 = 8
Banish the top card, which is.. boo it was a Monkey!
"
Hand: Thieves' Tools (Core), Starbow, Animalbane Dagger, Venomous Hand Crossbow +1 2, Unfettered Imp, Mantis Mask, Arueshalae's Gift,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 2/2
Shirt Reroll: Not Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+1 to it for the turn.
Other: Arueshalae Deck Handler
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 ([ ] 5).
You may evade your encounter ([ ] then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) ([ ] +2) to his checks that use a marked skill. At the start of your ([X] or any) turn, you may add Arueshalae's Gift to your hand.
[ ] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([ ] +2) random cards from his discard pile into his deck, then discard the card you revealed ([ ] and that character may draw a card).
[ ] At the start of your turn you may examine the top card of your location deck. If it is a boon, ([ ] you may) put it on the bottom of the location deck.
Jirelle 12789 |
Out of Turn Updates: Turn should have been Arueshalae's turn
Turn Order: Jirelle, Arueshalae, Alahazra, Meliski
Turn - Hour: 5 - Blessing of Gozreh
SOT: None
Give Card: None
Move: Ruins 4 -> Ruins 3
Explore: Ghol-Gan Ruins Card 1: Giant Anaconda
Will discard Besmara to add 2 dice since swashbuckling; Evangelist adds 1 on reveal
May discard Brine's Sting to add 2d4
Brine's Sting Combat Check DC 18+3=21: 1d10 + 2d4 + 6 + 2d10 + 1 ⇒ (2) + (4, 2) + 6 + (7, 8) + 1 = 30 Monster defeated
Swashbuckling and aquatic allows each reroll of 1 die if desired
Since defeated by at least 4, reveal ring to examine top card (Blunderbuss)
SS
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Ship is anchored.
eot succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage
Jirelle ends her turn.
Will reveal Evangelist to add 1
Acrobatics Check DC 5: 1d10 + 3 + 1 ⇒ (8) + 3 + 1 = 12 Auto Success
Combat damage if check failed: 0d4 ⇒ (-) = 0 TBD
Will choose to banish top card of current location (Blunderbuss)
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: Evangelist, l1Brine's Sting, Ring of the Iron Skull, Masterwork Tools, w2ABMenacing Backsword +1, Monkey,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings are available for use. (If available)
If Eye in hand, it is available as well
If Fencer in hand, can recharge to take local fight
If Sorrowsoul in hand, can recharge to add 1 for each 1 or 2 rolled (add another if cold or undead)
Willing to banish Aid should it be needed..or I will likely bury to remove haunt when/if needed
Recharged: Fencer, Old Salt, Rickety Hake,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Acrobatics: Dexterity+1
- Melee (Finesse): Dexterity+2
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
- Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
Reduce Structural damage to your ship by 1 (□ 2).
☑ You gain the skill Diplomacy (□ and Craft): Charisma +3.
□ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
□ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
□ If you are on a ship, you may move at the end of your turn (□ or the character commanding your ship may move at the end of her turn).
Ship Inventory: Mistmourn, Sea Chanty
Loot:
5-1A Blessing of Besmara
5-2A Shark Skin Armor / Totem Necklace
5-2B Rekkish / Rickety Hake
5-2C Brine’s Sting/Farglass
5-2D Buccaneer’s Breastplate/ Svingli’s Eye
In Game Benefits:
5-1B: For the rest of the Adventure Path, 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.
5-1C: 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.
5-1D: For the rest of the Adventure Path, 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.
5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.""
5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (4)
Plunder: Item
Additional Info 1: All banes +3 difficulty to defeat due to ruins loc power
Additional Info 2: EOT Dex, Acro, Wis, Perc 5 check or 1d4 Combat damage; may then banish the top card of your location (independent of check)
Location #1: Ghol-Gan Ruins 1-10 remain // 1=Rage
Arueshalae - Location #2: Ghol-Gan Ruins 4-10 remain
Jirelle - Location #3: Ghol-Gan Ruins 3-10 remain //
Alahazra, Meliski - Location #4: Ghol-Gan Ruins (Raft) CLOSED
S&S Alahazra |
BoErastil in effect.
Move to Ghol-Gan #2
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Survival 11 casting Pyrotechnic Blast: 1d12 + 2d4 + 7 ⇒ (9) + (2, 2) + 7 = 20
Discard Imp to draw 2 cards. Binder's Tome and Blessing of Abadar. Discard Blessing of the Spellbound (2) to explore.
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
combat 11 displaying Sphere of Fire, displaying Arueshalae Gift (cha), revealing Binder's Tome: 1d12 + 1d6 + 1d4 + 8 ⇒ (5) + (3) + (3) + 8 = 19
combat 11 casting Sphere of Fire, displaying Arueshalae Gift (cha), revealing Binder's Tome: 1d12 + 1d6 + 1d4 + 8 ⇒ (12) + (2) + (4) + 8 = 26
Discard Cleric of Nethys to examine next 2 cards. Safe Harbor and Sea Cat. Leave them in that order and explore.
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Arcane 9 recharging Ruby of Charisma: 1d12 ⇒ 2 Banished.
Recharge Blessing of Besmara to examine top card of Ghol-Gan #3 Card 3 Blessing of Achaekek (blessing 0)
cure targeting self: 1d4 + 1 ⇒ (1) + 1 = 2
Sphere of Fire moves to Recovery. Autopass end of turn Perception check. Banish Sea Cat.
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Pyrotechnic Blast: Divine 10: 1d12 + 3d4 + 6 ⇒ (12) + (2, 4, 3) + 6 = 27 -> Pyrotechnic Blast recharged.
Cure (1): Divine 8: 1d12 + 3d4 + 6 ⇒ (7) + (2, 1, 1) + 6 = 17 -> Cure (1) recharged.
Sphere of Fire: Divine 9: 1d12 + 3d4 + 6 ⇒ (1) + (2, 2, 2) + 6 = 13 -> Sphere of Fire recharged.
Alahazra resets her hand.
Hand: Blessing of Pharasma, Major Cure, Druid of the Flame, Binder's Tome, Blessing of Abadar, Blessing of the Spellbound (2), Ruby of Charisma, Blessing of the Spellbound (1),
Displayed:
Deck: 10 Discard: 2 Buried: 0
"Current Location: Ghol-Gan Ruins #2
Hero Points: 3"
"NOTES:
Available Support: Blessings are available for use.Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Blessing of Pharasma: On any check, when a character plays a spell, discard to bless twice.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Movement: Move me to a Scar Bay with the party if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of the Spellbound (3), Aqueous Orb, Volcanic Storm, Fire Snake, Blessing of Besmara, Besmaran Priest, Holy Light
Recharged: Pyrotechnic Blast, Cure (1), Sphere of Fire,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Charisma +2
Perception: Charisma +2
Favored Card: X
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Arcane X Light Armor (+1 Hand Size)
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location deck ([ ] or the blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Location #2: Ghol-Gan Ruins cards 4 - 7 banished.
Location #3: Ghol-Gan Ruins card 3 examined Blessing of Achaekek (blessing 0)
May use to examine in order: Blessing of Pharasma, either/both of Blessing of the Spellbound.
BR AAUGHWHY |
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
Your ship is the Raft. You cannot command any other ship.
During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.
When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a Ghol-Gan Ruins location, do not flip the location card over.
When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage
When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.
To win, close the Tower.
Additional Rules:
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 8, Meliski/Grimsnik
Monsters
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
SS
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.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Barriers
SS
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.
SS
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.
SS
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.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Barrier B
Traits:
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.
Weapons
SS
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.
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
SS
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.
SS
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.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spells
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
SS
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.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
SS
Armor 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.
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Survival 7
Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
SS
Item B
Traits:
Object
Magic
To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Item B
Traits:
Tool
To Acquire:
Wisdom
Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Allies
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
SS
Ally B
Traits:
Human
Surgeon
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
SS
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 22
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
SS
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_
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
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.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Arueshalae/cartmanbeck, None
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Jirelle/Zalarian, None
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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.
SS
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Location #4: Ghol-Gan Ruins
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Grimsnik, Alahazra/Bigguyinblack, Raft
Grimsnik's Meliski |
The hour is of Abadar.
Move- GGR3
Meliski finds an altar the to the Red Mantis and says a quick prayer.Divine 5: 1d10 + 3 ⇒ (9) + 3 = 12 Acquire Blessing of Achaekek. Discard Cook to explore
A blood hag attacks the dwarf while investigating the area. BYA 8: 1d10 + 1d4 + 4 ⇒ (4) + (4) + 4 = 12 Using Gift Combat 15+3: 2d10 + 3d4 + 4 ⇒ (2, 7) + (3, 4, 2) + 4 = 22 Playing Life Drain- Healing Cook, Recharge Blessing of the Spellbound. Recharge Shield Cloak to ignore 3 points of AYA fire damage.
Activating his wand Meliski scouts. He spots a shrine of Besmara near Auery and Alahazra. As he drops down near Jirelle, he informs her of a halfling nearby. Examine top card of #2-Blessing of Besmara, top card of #3- Slip
EOT- Life Drain Recharge 9: 1d10 + 1d4 + 4 ⇒ (1) + (3) + 4 = 8
Wand recharge 12: 1d10 + 1d4 + 4 ⇒ (5) + (2) + 4 = 11
Dex 5: 1d8 ⇒ 7 Not banishing top card
Hand: Clinging Venom, Social Climber, Holy Javelin, Blessing of Achaekek, Blessing of Besmara, Cook,
Displayed:
Deck: 12 Discard: 1 Buried: 1
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 3; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ ] +3
Arcane: Charisma +1
Diplomacy: Charisma +1
Divine: Charisma +1
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
When a character at your location would fail a check, you may recharge a card ( [ ] or shuffle it into you deck) to allow her to reroll 1 die ( [X] 2 dice). She must take the second result.
On your first exploration each turn you may encounter the bottom card of your location deck instead of the top card. ( [ ] Then you may shuffle the location deck.)
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[x]For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ]When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[ooc]Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (4)
Notes for Jirelle: Took 3 fire damage from Blood Hag
Plunder: Item
Additional Info 1: All banes +3 difficulty to defeat due to ruins loc power
Additional Info 2: EOT Dex, Acro, Wis, Perc 5 check or 1d4 Combat damage; may then banish the top card of your location (independent of check)
Location #1: Ghol-Gan Ruins 1-10 remain // 1=Rage
Arueshalae, Alahazra - Location #2: Ghol-Gan Ruins 1-3 remain // 1=Blessing of Besmara
Jirelle, Meliski - Location #3: Ghol-Gan Ruins 3-8 remain // 1=Slip
Jirelle 12789 |
Out of Turn Updates: 3 damage from blood hag - w2ABMenacing Backsword +1, Masterwork Tools, Monkey
Turn Order: Jirelle, Arueshalae, Alahazra, Meliski
Turn - Hour: 9 - Hourglass Card 1 Jirelle/Zalarian Blessing of the Gods
SOT: None
Give Card: None
Move: stay at ruin 3
Explore: Ghol-Gan Ruins Card 3: Slip
Will reveal Evangelist to add 1
Will use Arueshalae's gift to add d4+1
Diplomacy Check DC 9: 1d8 + 3 + 1d4 + 1 + 1 ⇒ (5) + 3 + (3) + 1 + 1 = 13 Success
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Will discard slip to spy and explore
Ghol-Gan Ruins Card 4: Sandbar goes to bottom and then explore
Encounter: Ghol-Gan Ruins Card 5: Collapsing Hallways
Will use Alahazra's blessing of Abadar
Acrobatics Check DC 9: 1d10 + 3 + 2d10 ⇒ (10) + 3 + (10, 4) = 27 Success
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Will attempt to close and will use Meliski's Besmara to add a die
Will reveal Evangelist to add 1
Strength Check DC 5+3=8: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9 Success
Ship is anchored.
eot succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage
Jirelle ends her turn.
Acrobatics Check DC 5: 0d10 + 3 ⇒ (-) + 3 = 3 Auto Success
Combat damage if check failed: 0d4 ⇒ (-) = 0 TBD
Will choose to banish top card of current location (XXX)
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: Evangelist, l1Brine's Sting, Ring of the Iron Skull, w1Captain's Cutlass, BoZon-Kuthon, 2 BoAbadar,
Displayed:
Deck: 8 Discard: 6 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings are available for use. (If available)
If Eye in hand, it is available as well
If Fencer in hand, can recharge to take local fight
If Sorrowsoul in hand, can recharge to add 1 for each 1 or 2 rolled (add another if cold or undead)
Willing to banish Aid should it be needed..or I will likely bury to remove haunt when/if needed
Recharged: Fencer, Old Salt, Rickety Hake,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Acrobatics: Dexterity+1
- Melee (Finesse): Dexterity+2
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
- Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
- Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
Reduce Structural damage to your ship by 1 (□ 2).
☑ You gain the skill Diplomacy (□ and Craft): Charisma +3.
□ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
□ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
□ If you are on a ship, you may move at the end of your turn (□ or the character commanding your ship may move at the end of her turn).
Ship Inventory: Mistmourn, Sea Chanty
Loot:
5-1A Blessing of Besmara
5-2A Shark Skin Armor / Totem Necklace
5-2B Rekkish / Rickety Hake
5-2C Brine’s Sting/Farglass
5-2D Buccaneer’s Breastplate/ Svingli’s Eye
In Game Benefits:
5-1B: For the rest of the Adventure Path, 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.
5-1C: 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.
5-1D: For the rest of the Adventure Path, 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.
5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.""
5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3C: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (8)
Notes for Meliski: Jirelle used Besmara
Notes for Alahazra: Jirelle used Abadar
Plunder: Item
Additional Info 1: All banes +3 difficulty to defeat due to ruins loc power
Additional Info 2: EOT Dex, Acro, Wis, Perc 5 check or 1d4 Combat damage; may then banish the top card of your location (independent of check)
Location #1: Ghol-Gan Ruins 1-10 remain // 1=Rage
Arueshalae, Alahazra - Location #2: Ghol-Gan Ruins 1-3 remain // 1=Blessing of Besmara
Jirelle, Meliski - Location #3: Ghol-Gan Ruins CLOSED //
BR AAUGHWHY |
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
Your ship is the Raft. You cannot command any other ship.
During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.
When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a Ghol-Gan Ruins location, do not flip the location card over.
When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage
When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.
To win, close the Tower.
Additional Rules:
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 10, Arueshalae/cartmanbeck
Monsters
SS
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.
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
SS
Monster 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.
SS
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.
Barriers
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.
SS
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.
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Spells
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 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.
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Armors
SS
Armor 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.
SS
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.
SS
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.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
SS
Item B
Traits:
Object
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.
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Item B
Traits:
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.
SS
Item B
Traits:
Object
Magic
To Acquire:
Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
Allies
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Ally B
Traits:
Human
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.
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Blessings
SS
Blessing 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.
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 20
Hourglass
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
SS
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_
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
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.
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Arueshalae/cartmanbeck, Alahazra/Bigguyinblack None
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #3: Ghol-Gan Ruins
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik None
Location #4: Ghol-Gan Ruins
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:, , Raft
ACG - Arueshalae |
Arueshalae will pick up a blessing of the goddess of pirates.
Dexterity 5: 1d8 + 3 ⇒ (5) + 3 = 8
Will use it to explore again. A Swamp Ghoul.
Combat 11+3=14: 1d8 + 5 + 1d6 + 3 + 1 ⇒ (3) + 5 + (6) + 3 + 1 = 18 Defeated.
Unfortunately, no way to explore that last card. i'll discard a weapon and draw up.
Dexterity 5: 1d8 + 3 ⇒ (8) + 3 = 11
Banish the last card in the location (Collapsing Hallways), so it's empty now.
"
Hand: Thieves' Tools (Core), Starbow, Ukobach, Venomous Hand Crossbow +1 2, Unfettered Imp, Mantis Mask, Arueshalae's Gift,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 2/2
Shirt Reroll: Not Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+1 to it for the turn.
Other: Arueshalae Deck Handler
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Disable: Dexterity +2
Knowledge: Charisma +1
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Electricity, Fire, and Poison damage dealt to you is reduced by 3 ([ ] 5).
You may evade your encounter ([ ] then if it is your turn, you may move).
When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 ([X] +1) ([ ] +2) to his checks that use a marked skill. At the start of your ([X] or any) turn, you may add Arueshalae's Gift to your hand.
[ ] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([ ] +2) random cards from his discard pile into his deck, then discard the card you revealed ([ ] and that character may draw a card).
[ ] At the start of your turn you may examine the top card of your location deck. If it is a boon, ([ ] you may) put it on the bottom of the location deck.
S&S Alahazra |
Blessing of Hshurha in effect.
Alahazra travels to other ruins.
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Intelligence: 1d6 ⇒ 6
Discard Druid of the Flame to explore.
SS
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_
divine 8 +3 recharging Blessing of the Spellbound (2) and using Arueshalae's Gift (cha): 2d12 + 1d4 + 6 ⇒ (5, 7) + (4) + 6 = 22
Ghost is undefeated so shuffled back into location.
Recharge Blessing of Pharasma to examine next card.
random card: 1d9 + 1 ⇒ (3) + 1 = 4 Cannonade barrier 3
Casting and discarding Major Cure targeting self: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
End turn. Autopass Perception check. Banish Cannonade.
Hand: Blessing of the Spellbound (2), Blessing of Abadar, Druid of the Flame, Binder's Tome, Rage, Cure (1), Ruby of Charisma, Blessing of the Spellbound (1),
Displayed:
Deck: 12 Discard: 1 Buried: 0
"Current Location: Ghol-Gan Ruins #1
Hero Points: 3"
"NOTES:
Available Support: Blessings are available for use.Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Rage: Banish at end of turn. Display this card next to a local character; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check.
Movement: Move me to a Scar Bay with the party if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Aqueous Orb, Sphere of Fire, Imp, Holy Light, Volcanic Storm, Fire Snake, Blessing of Pharasma, Pyrotechnic Blast, Besmaran Priest, Cleric of Nethys, Blessing of the Spellbound (3), Blessing of Besmara
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Charisma +2
Perception: Charisma +2
Favored Card: X
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Arcane X Light Armor (+1 Hand Size)
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location deck ([ ] or the blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Location #1: Ghol-Gan Ruins card 1 acquired.
Location #1: Ghol-Gan Ruins card 4 banished.
Location #1: Ghol-Gan Ruins shuffled. Ghost (monster 0) in there somewhere.
May use any blessings other then Abadar or the Cure for examines.
Grimsnik's Meliski |
The hour is of the Gods.
Meliski moves to GGR1.
Card 2-3, 5-10: 1d8 ⇒ 8
Meliski throws a holy javelin at a Fever Sea Marauder. Combat 17+3: 2d10 + 2d8 + 4 + 2d4 ⇒ (7, 2) + (5, 1) + 4 + (4, 2) = 25 Discard Blessing of Achaekek. Discard social climber to explore
2-3, 5-9: 1d7 ⇒ 3
Meliski convinces Old Salt to join up. Diplomacy 7: 1d10 + 2d4 + 4 ⇒ (6) + (2, 1) + 4 = 13 Discard Old Salt to explore
2-3, 6-9: 1d6 ⇒ 4
He then finds a broken Icy Boarding Pike +1. Discard Cook to explore
EOT- Recharge HJ 10: 1d10 + 2d4 + 4 ⇒ (10) + (3, 2) + 4 = 19
Dex: 1d6 ⇒ 6
Banish top card 2,3,6,8,9: 1d5 ⇒ 1 Ghost
Hand: Clinging Venom, Gem of Mental Acuity, Blessing of Pharasma, Binder's Tome, Cure, Cook,
Displayed:
Deck: 9 Discard: 5 Buried: 1
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 3; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ ] +3
Arcane: Charisma +1
Diplomacy: Charisma +1
Divine: Charisma +1
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
When a character at your location would fail a check, you may recharge a card ( [ ] or shuffle it into you deck) to allow her to reroll 1 die ( [X] 2 dice). She must take the second result.
On your first exploration each turn you may encounter the bottom card of your location deck instead of the top card. ( [ ] Then you may shuffle the location deck.)
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[x]For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ]When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (8)
Notes for Alahazra: Jirelle used Abadar
Plunder: Item
Additional Info 1: All banes +3 difficulty to defeat due to ruins loc power
Additional Info 2: EOT Dex, Acro, Wis, Perc 5 check or 1d4 Combat damage; may then banish the top card of your location (independent of check)
Alahazra, Meliski - Location #1: Ghol-Gan Ruins (shuffled 3,6,8,9) remain
Arueshalae, - Location #2: Ghol-Gan Ruins
Jirelle - Location #3: Ghol-Gan Ruins CLOSED //
BR AAUGHWHY |
Remember that Ruins #2 are still open. You'll need to close it to trigger the Tower to be built.
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
Your ship is the Raft. You cannot command any other ship.
During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.
When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a Ghol-Gan Ruins location, do not flip the location card over.
When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage
When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.
To win, close the Tower.
Additional Rules:
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 13, Jirelle/Zalarian
Monsters
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
SS
Monster 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.
Barriers
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 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.
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Weapons
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Weapon 3
Traits:
Knife
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to the combat check.
Spells
SS
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.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 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.
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Armors
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
Allies
SS
Ally B
Traits:
Human
Surgeon
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
SS
Ally B
Traits:
Half-Elf
Bard
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally 1
Traits:
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.
SS
Ally 1
Traits:
Dragon
Aquatic
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.
Blessings
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 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.
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 17
Hourglass
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Meliski/Grimsnik, Alahazra/Bigguyinblack, None
SS
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier B
Traits:
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.
None
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Arueshalae/cartmanbeck, None
Location #3: Ghol-Gan Ruins
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, None
Location #4: Ghol-Gan Ruins
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raft