Grimsnik's Meliski |
Aruey had defeated Pirate Captain on her turn. So Meliski encounters the Sapphire Jellyfish
BYA: 1d4 ⇒ 3 Recharge Eel Skin Armor for 2 points. Discard Binder's Tome for other damage.
Combat 18: 2d8 + 1d6 + 2 + 1d4 + 1 ⇒ (6, 5) + (2) + 2 + (1) + 1 = 17 Recharge Ice Chemist to re-roll the 1 and 2 re-roll: 14 + 1d6 + 1d4 ⇒ 14 + (6) + (4) = 24
Meliski blasts Vrykolakas with holy energy. Divine 16: 3d10 + 4 ⇒ (2, 8, 4) + 4 = 18 Using Jirelle's BoAchaekek
AYA poison: 1d4 ⇒ 3 Discard Spiny Shield and Ederleigh Baines
WPC draw a card: Samisen of Oracular Vision then recharge a card. Samisen of Oracular Vision only card in hand so its recharged.
Recharge card from discard for defeating Jellyfish: 1d10 ⇒ 4
Recharge card Vrykolakas: 1d11 ⇒ 11
Hand: Holy Feast, Cure, Wand of Flying, Gem of Mental Acuity, Holy Javelin, Life Drain,
Displayed:
Deck: 7 Discard: 10 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 8; 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 [ X] +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. ( [x] Then you may shuffle the location deck.)
[X] 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.
[x]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 (9)
Notes for Jirelle: reroll used
Notes for Alahazra: discard card for structural damage and blessing of Isis used
Plunder: Ally 5
Random Card(s) Used: Ally 1-3
Jirelle - Location #2: Raker Shoals (Anchored) CLOSED remain
Alahazra - Location #3: Shipwreck Graveyard CLOSED remain
Location #4: Tempest Cay CLOSED remain
Location #5: Gozreh's Flow CLOSED remain
Location #6: Dagon's Jaws Upper 1-5 remain
Arueshalae, Meliski, Pearl - Location #7: Dagon's Jaws Lower CLOSED
Grimsnik's Meliski |
Meliski uses his wand of flying to meet up with Aruey and heals her. Cure: 1d4 + 1 ⇒ (3) + 1 = 4
Recharge at end of turn: 1d10 + 4 ⇒ (10) + 4 = 14
BYA damage: 1d4 + 1 ⇒ (2) + 1 = 3 Discard Holy Feast, Drain Life and Gem of Mental Acuity
Wand Recharge: 1d10 + 4 ⇒ (1) + 4 = 5
ACG - Arueshalae |
Aruey is moved to random: 1d6 ⇒ 6 Dagon's Jaws (which is where she wanted to go anyway) and what happens?: 1d4 ⇒ 3 discards a random: 1d7 ⇒ 5 card which is Ukobach. Then Meliski uses Wand of Flying to move to the same location, and uses his Cure on her.
She explores to find a flying dinosaur. She's not very good at making friends with it, so she'll evade it.
BoBarbatos to explore again. random: 1d5 ⇒ 5 The Villain!
I encounter a random monster with difficulty +10. It's a Giant Spyglass Octopus. Combat 28 THEN Combat 28.
Recharging my Sharpshooter on the BA check.
BA Dexterity 12: 1d8 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 No damage.
On the combats, I'll use my crossbow, Mantis Mask, and beg a blessing on each check. For the second one I'll discard the bow for an extra 1d8.
Combat 28: 1d8 + 6 + 1d8 + 3 + 1 + 1d8 ⇒ (7) + 6 + (2) + 3 + 1 + (8) = 27
Asking Meliski for a reroll on that 2. reroll: 1d8 + 25 ⇒ (8) + 25 = 33
Combat 28: 1d8 + 6 + 1d8 + 3 + 1 + 1d8 + 1d8 ⇒ (7) + 6 + (7) + 3 + 1 + (3) + (6) = 33
Success! WE WIN!
BR AAUGHWHY |
Table is set at the beginning of Aurey's Fight against the Kraken Maw (Proxyed by the Incutilis). Also, it doesn't look like the Pearl got moved, which could have happened when the location closed or at the start of Aurey's turn; if she would like to move it, she may do so
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 Devil's Remains, unless otherwise noted.
At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
During This Scenario: After building the location decks, search the box and your deck for the loot Pearl of the Sirines and display it at the Raker Shoals.
Your ship is the Apparatus of the Octopus, which is anchored at Raker Shoals. You cannot command any other ship. At the start of the scenario, your ship is wrecked.
At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile.
At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck.
Additional Rules:
SS Villain 5
Type: Monster
Traits: Animal Aquatic
To Defeat: Strength
Melee
Constitution
Fortitude 8
THEN Combat 30
Before you act, a random character summons and encounters the henchman Kraken Tentacle.
If undefeated, your ship is dealt 2d4 structural damage, then bury your discard pile.
SS Henchman 5
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.
Traits: Object Magic
Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait.
While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait.
While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.
Scenario Level (#): 5
Turn: 13, Arueshalae/cartmanbeck
Monsters
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.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
THEN Combat 18
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
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 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Barriers
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
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 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
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 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Weapons
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
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 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 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 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.
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 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
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 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
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 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
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 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
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 2
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine
Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
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.
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 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Blessings
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
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 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 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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.
Hours Remaining: 14
Hourglass
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 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 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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.
Location #1: Gannet Island
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Raker Shoals
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Apparatus of the Octopus
Location #3: Shipwreck Graveyard
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Alahazra/Bigguyinblack,
Location #4: Tempest Cay
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Gozreh's Flow
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #6: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: Meliski/Grimsnik, Arueshalae/cartmanbeck, None
SS
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
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 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
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.
Location #7: Dagon's Jaws
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Pearl of the Sirines
ACG - Arueshalae |
Moving the Pearl to my location.
random character: 1d4 ⇒ 2 Jirelle fights a tentacle.
Using BoAchaekek on the Constitution check, then another blessing on the combat check, discarding my bow.
Constitution 8: 1d6 + 2d6 ⇒ (5) + (4, 6) = 15
Combat 30: 1d8 + 6 + 1d8 + 3 + 1 + 1d8 + 1d8 ⇒ (4) + 6 + (5) + 3 + 1 + (6) + (6) = 31 Defeated. As long as Jirelle still has BoAchaekek after the fight against the tentacle, WE STILL WIN!
Jirelle 12789 |
Jirelle must fight tentacle for villain bya
Structural Damage: 1d4 - 1 ⇒ (4) - 1 = 3 3 structural damage - alahazra discards 2 and Arueshalae discards mantis mask - or if she used it then Meliski can discard holy javelin
For BYA, will use gift and blessing of Barbatos to add d4.
Fortitude Check DC 11: 1d6 + 2 + 1d4 + 1 + 1d4 ⇒ (2) + 2 + (2) + 1 + (1) = 8 Not quite - will spend hero point to reroll
Fortitude Check DC 11 Hero Point: 1d6 + 2 + 1d4 + 1 + 1d4 ⇒ (3) + 2 + (3) + 1 + (1) = 10 Still Not quite
Fortitude Check DC 11 Swashbuckling: 3 + 2 + 3 + 1 + 1d4 ⇒ 3 + 2 + 3 + 1 + (4) = 13 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Will discard cutlass to add d4 and recharge Mase and Hinsin to add 2d8
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Keen Rapier +3 Combat Check DC 24: 1d10 + 2d4 + 8 + 1d4 + 2d8 ⇒ (8) + (1, 1) + 8 + (2) + (7, 7) = 34 Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
SS Henchman 5
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Tentacle defeated
BR AAUGHWHY |
Completed Scenario 5-5E: Get Kraken!
Scenario Reward:
For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Each player unlocks the ability to play Reta from the Goblins Fight! Character Deck using the Gunslinger Class Deck.
Development:
The kraken put up quite the fight, but you managed to best it, and the sea devils fled in terror. You provided a show of strength on behalf of the fishfolk, and removed the threat to the sea devils, so they shouldn’t cause the Matriarch further trouble anytime soon.
You return to Yashabaru and tell High Matriarch Urakadussi the tale. Her already large eyes widen as you describe the kraken and your fight with it. “I agree that the kraken was responsible for driving the sea devils into our territory. There have been no attacks since you defeated the beast. You have earned our help. I have assembled several units of soldiers to accompany your ships and fight the oni.”
As you ferry back to your ship, you look out over your fleet. It has grown into a mighty armada, and beneath it lurks an amphibious army. Whatever Akinaru has waiting for you, you’re prepared to meet it!
Tier Rewards:
Everyone Gains 1 XP and 1 Hero Point
Jirelle, Meliski, and Arueshalae: 5.6
Alahazra: 5.5
Acquired Cards:
Avimar Sorrinash (Ally 4)
Heartbreak Hinsin (Ally B)
Mase Darimar (Ally 4)
Arronax Endymion (Ally 5)
Eel Skin Armor (Armor 4)
Blessing of Achaekek (Blessing B)
nvigorating Kukri +1 (Weapon 4)
This list seems wrong (although you did get quite a few early closes). Let me know if you acquired something that I missed.
BR AAUGHWHY |
Completed Adventure 5: Arms of the Deep
Adventure Reward:
Each character gains a card feat, a power feat, or a skill feat.
This reward is somewhat less cool post-core. Because you've already gotten bonus Card and Power Feats (from AD 2 and P1, respectively), your options are Bonus Skill Feat or extra Hero Point
BR AAUGHWHY |
Scenario 5-P2: Heaven's Call
A gentle breeze flows across the upper deck of your ship. No monsters of the deep trouble you now; for once, the rippling shapes rising toward the surface are your allies. It’s a relief to have a short reprieve on your path to the oni-tormented land of Chu Ye, where Akinaru awaits. Your reverie ends when a crow swoops down out of the sky. It drops a neatly folded letter onto the deck before vanishing in a puff of smoke. Warily, you open the letter. Golden words flash on the page, and your ship fades away. You find yourself standing in a serene and orderly garden, wrapped in the smell of flowers and surrounded by the sounds of laughter and music. Before you is a tengu with glowing eyes. “Where are we?” you ask.
The tengu regards you with amusement before replying, “Physically? Wherever you were just a moment ago. But your mind has traveled with me to a vision of my favorite gardens, near my home in Heaven. I am Zepha, servant of Grandmother Crow. I know your mission is of great importance, so I shall not ask you outright to stray from it. I shall simply inform you that another horrific evil lurks a few days journey away, in the woods of Kaimuko. Some of your fellow Pathfinders joined forces with an honorable band of tengu, the Twenty-Four Masks, to fight against it recently. Yet the evil has many branches, and another is lashing out. If you help fight it, it is almost certain that righteous soldiers will flock to your cause.”
If what he says is true, you would have much to gain by taking a few extra days to help. But could this be a trick from Akinaru? The combination of Zepha’s mannerisms and the vision’s pure serenity seem beyond what a twisted being like Akinaru could create. You agree to Zepha’s plan, he bids you farewell, and you instantly find yourself back on your ship. That is, assuming you ever left it.
You meet the tengu at the edge of a thick forest. Their masks feature all manner of powerful beasts and monsters. The leader, whose mask resembles an oni’s face, introduces himself as Tai Dan. “Thank you for heeding Zepha’s call. If you can help us here against the spawn of the Abyss, we will help you face your monster as well.”
As you venture into the forest, the air is cloying and still. Ahead, a weeping wound in the ground bubbles black ichor, and from it, a horde of monsters rises. Their leader, a mass of burbling flesh, eyes, and lolling green tongues, surges toward you on spidery legs.
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Each player unlocks the ability to play Ostog from the Barbarian Class Deck using the Monk Class Deck.
---------------------------------
Story Banes:
SS Villain 5
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
SS Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
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 Devil's Remains, unless otherwise noted.
At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
During This Scenario: The adventure deck number is 5.
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Additional Rules:
SS Villain 5
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
SS Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 0, Arueshalae/cartmanbeck
Monsters
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark 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 5
Traits:
Undead
Zombie
To Defeat:
Combat 20
OR Divine 16
The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Barriers
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
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 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 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 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.
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 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 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Spells
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 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 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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.
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 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
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 5
Traits:
Accessory
Magic
Aquatic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
SS
Item 2
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine
Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
SS
Item 5
Traits:
Accessory
Piercing
Magic
To Acquire:
Arcane
Melee
Divine 10
If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
Allies
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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:
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 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
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.
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
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #6: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
S&S Alahazra |
Anchored at Tengu Rookery.
Hand: Blessing of the Spellbound (2), Cure, Blessing of Abadar, Cleric of Nethys, Eagle Aerie, Reflecting Shield, Magnetic Grimoire, Divine Blaze, Blessing of the Spellbound (1),
Displayed:
Deck: 12 Discard: 0 Buried: 0
"Current Location: Tengu Rookery
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
Movement: Move me to the NA 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, Volcanic Storm, Blessing of the Spellbound (3), Imp, Major Cure, Fire Snake, Blessing of Milani, Blessing of Isis, Binder's Tome, Channel the Gift, Blessing of Sivanah, Ice Chemist
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
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9 ☐ ☐
Proficiencies:
Knowledge: Intelligence +2
Divine: Charisma +2
Perception: Charisma +2
Survival: Charisma +2
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).
When you use the above power to examine a card from a location deck on your turn, and it is a boon, you may encounter it.
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.)
Grimsnik's Meliski |
Swapping out Blessing of the Gods for BOBesmara and Cook for Ederleigh Baines.
Add two additional cards.
Hand: Blessing of Pharsma, Cure, Samisen of Oracular Vision, Blessing of Abadar, Vampire Bat, Blessing of Gozreh, Cloudburst, Finder's Tome,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 9; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ X] +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. ( [x] Then you may shuffle the location deck.)
[X] 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.
[x]When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
Jirelle 12789 |
Jirelle 5-P2: Heaven's Call
Starting Location Anchored location
Loot
5-1A - Will put BotAncients into box and put BoBesmara into Deck
5-2C - Will put Captain's Cutlass into box and put Brine's Sting into Deck
5-3B- Will put Magic Spyglass into box and put Monkey into Deck
5-4C - Will put Mask of Stolen Mien into box and put Immortal Dreamstone into Deck
5-5B - Will put Shadowless Sword into box and put Aiger's Kiss into Deck
Starting Hand - Favored Card Ally
5-3: Draw 2 cards after drawing starting hand
"
Hand: w1Keen Rapier +3, Diviner's Blight, Belt of Incredible Dexterity, Fencer, BoAchaekek, BoZon-Kuthon, Dandy Brute, Dreamstalker,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Blessings are available for use. (If available)
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
- Craft: 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
5-3B item or weapon for Monkey.
5-3C Jalhazar's Wheel / Ring of the Iron Skull
5-4B Avimar Sorrinash/Ederleigh Baines/Lady Cerise Bloodmourn/Mase Darimar.
5-4C Immortal Dreamstone
5-4D Scoundrel Sword Cane / Conch of the Tritons
5-5B: Alise Grogblud / Aiger’s Kiss
5-5C: Pearl of the Sirines
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.
5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
5-4E For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other
5-5E For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
ACG - Arueshalae |
Is there still at least one Blessing of Besmara in the box? If so, I'm going to replace my Blessing of Barbatos with one of those instead. Drawing my 2 extra cards.
"
Hand: Venomous Hand Crossbow +1, Blessing of the Archdevils 2, Slaying Bolts, Buccaneer's Breastplate, Blessing of Besmara, Wayfarer, Arueshalae's Gift, Celestial Crossbow +3, Blessing of the Samurai 2,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 4/8
Shirt Reroll: Not Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+2 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) ([X] +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.
[X] 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 ([X] 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 Devil's Remains, unless otherwise noted.
At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
During This Scenario: The adventure deck number is 5.
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Additional Rules:
SS Villain 5
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
SS Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 1, Alahazra/Bigguyinblack
Monsters
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
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.
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
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:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Barriers
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
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:
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 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 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.
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 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic
To Acquire:
Strength
Melee
Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Spells
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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 4
Traits:
Magic
Arcane
Divine
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Armors
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
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.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
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 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
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:
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
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 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 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:
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 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Blessings
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 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
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: 29
Hourglass
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 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 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 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 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 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 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 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 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 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 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 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 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
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
Item 2
Traits:
Tool
Swashbuckling
Besmara
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
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
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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 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
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.
Location #2: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, The Devil's Remains
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
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 5
Traits:
Accessory
Magic
Swashbuckling
To Acquire:
Charisma
Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
SS
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate
To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Location #3: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
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 #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Villain 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 18
THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
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
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 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
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:
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
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
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Location #5: Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
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 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
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
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
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
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.
Location #6: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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
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
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
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.
S&S Alahazra |
Blessing of the Gods in effect.
Examine Tengu Rookery cards 1. Blood Hag and 2. Tot Flask. Place Tot Flask on top.
Move to Eye of Serenity.
Display Eagle Aerie. Recharge Blessing of the Spellbound (1) to examine the top 2 cards of Torture Pit: 1. Sea Drake, 2. Tentacle Slaver. Recharge. Taking free explore.
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
combat 19 casting Divine Blaze, revealing Magnetic Grimoire, aided by Arueshalae's Gift (CHA): 1d12 + 3d8 + 2d4 + 10 ⇒ (4) + (4, 1, 7) + (2, 3) + 10 = 31
Recharge Blessing of the Spellbound (2) to examine the top 2 cards of Jungle: 1. Pierce Jerrell, 2. Besmara's Bones. Encounter both.
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.
Charisma 9 aided by Arueshalae's Gift (CHA): 1d12 + 1d4 + 6 ⇒ (11) + (3) + 6 = 20
SS
Item 2
Traits:
Tool
Swashbuckling
Besmara
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
survival 8 aided by Arueshalae's Gift: 1d12 + 1d4 + 8 ⇒ (1) + (4) + 8 = 13
Recharge Cure to examine next 2 cards at Jungle: 3. Wand of Flame, 4. Social Niceties. Encounter and banish Wand of Flame. Recharge Pierce Jerrell to use Eagle Aerie moving to Tengu Rookery. Use location power to examine top card of Great Stone Bridge: Blasting Pistol +2.
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Divine Blaze: Divine 14: 1d12 + 2d4 + 8 ⇒ (1) + (2, 4) + 8 = 15 -> Divine Blaze recharged.
Alahazra resets their hand.
Hand: Blessing of Isis, Blessing of Sivanah, Blessing of Abadar, Cleric of Nethys, Besmara's Bones, Reflecting Shield, Magnetic Grimoire, Blessing of Milani, Imp,
Displayed: Eagle Aerie,
Deck: 13 Discard: 0 Buried: 0
"Current Location: Tengu Rookery
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move.
Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
Blessing of Isis: Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct trait.
Besmara's Bones: Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1.
Movement: Move me to the NA 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, Blessing of the Spellbound (3), Fire Snake, Binder's Tome, Volcanic Storm, Ice Chemist, Major Cure, Channel the Gift
Recharged: Blessing of the Spellbound (1), Blessing of the Spellbound (2), Cure, Pierce Jerrell, Divine Blaze,
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
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9 ☐ ☐
Proficiencies:
Knowledge: Intelligence +2
Divine: Charisma +2
Perception: Charisma +2
Survival: Charisma +2
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).
When you use the above power to examine a card from a location deck on your turn, and it is a boon, you may encounter it.
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.)
At the start of Jirelle's turn display Besmara's Bones next to the ship. Display Imp to draw 2 cards: Major Cure and Ice Chemist.
Tengu Rookery cards 1. Blood Hag and 2. Tot Flask examined and switched.
Eye of Serenity Card 1 banished.
Jungle cards 1 and 2 acquired.
Jungle card 3 banished.
Jungle card 4 examined: Social Niceties.
Torture Pit cards 1. Sea Drake and 2. Tentacle Slaver examined.
Great Stone Bridge card 1 examined: Blasting Pistol +2.
Jirelle 12789 |
Out of Turn Updates: None
Turn Order: Arueshalae, Alahazra, Jirelle, Meliski
Turn - Hour: 2 - Hourglass Card 1 Jirelle/Zalarian Blessing of Sivanah
SOT:
Examine top 2 cards and order them as follows:
Tengu Rookery Card 1: Blood Hag
Tengu Rookery Card 2: Tot Flask
Give Card: None
Move: Tengu Rookery -> Torture Pit
Location Powers: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
Explore: Torture Pit Card 1: Sea Drake
Will freely reveal Belt of Incredible Dexterity to add +1
Acrobatics Check DC 6: 1d10 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Auto Success - discard Dandy brute for damage
Will freely reveal Belt of Incredible Dexterity to add +1
May discard cutlass to add d4
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Keen Rapier +3 Combat Check DC 14: 1d10 + 2d4 + 8 + 1 ⇒ (5) + (4, 1) + 8 + 1 = 19 Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
Reduce structural damage to 0
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.
Will discard dreamstalker to examine and move blood hag from Tengu Rookery to Torture Pit and explore
Explore: Tengu Rookery Card 1: Blood Hag
Not a caster so won't bother with BYA
Will freely reveal Belt of Incredible Dexterity to add +1
May discard cutlass to add d4
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Keen Rapier +3 Combat Check DC 15: 1d10 + 2d4 + 8 + 1 ⇒ (9) + (4, 1) + 8 + 1 = 23 Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
Will discard Diviner's Blight armor for the 3 fire damage and draw 2 cards (Jack the Monkey and Brine's Sting)
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.
Will discard fencer to add finesse and d4 to combats during explore
Explore: Torture Pit Card 2: Tentacle Slaver
First must encounter monster from box -
Encounter: Spiny Eurypterid
Will freely reveal Belt of Incredible Dexterity to add +1
fencer adds d4
May discard cutlass to add d4
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Keen Rapier +3 Combat Check DC 21: 1d10 + 2d4 + 8 + 1 + 1d4 ⇒ (3) + (2, 1) + 8 + 1 + (4) = 19 20 with keen; still not quite Monster defeated
Keen Rapier +3 Combat Check DC 21 Swashbuckling: 3 + 2 + 1d4 + 8 + 1 + 5 ⇒ 3 + 2 + (1) + 8 + 1 + 5 = 20 still not quite; using Paizo reroll
Keen Rapier +3 Combat Check DC 21 PAIZO reroll: 3 + 2 + 1d4 + 8 + 1 + 5 ⇒ 3 + 2 + (2) + 8 + 1 + 5 = 21 First Check OK
Keen Rapier +3 Combat Check DC 21: 1d10 + 2d4 + 8 + 1 + 1d4 ⇒ (2) + (1, 2) + 8 + 1 + (4) = 18 Keen adds 1;Not Quite; use swashbuckling
Keen Rapier +3 Combat Check DC 21 Swashbuckling: 1d10 + 1 + 2 + 8 + 1 + 5 ⇒ (9) + 1 + 2 + 8 + 1 + 5 = 26 Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
Combat Damage taken: 1d4 ⇒ 1 discard Monkey
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
And now back to Tentacle Slaver
Will use Arueshalae's gift to add d4+2
Wisdom Check DC 8: 1d8 + 2 + 1d4 + 2 ⇒ (7) + 2 + (4) + 2 = 15 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Will freely reveal Belt of Incredible Dexterity to add +1
Fencer adds d4
May discard cutlass to add d4
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Keen Rapier +3 Combat Check DC 18: 1d10 + 2d4 + 8 + 1 + 1d4 ⇒ (4) + (2, 2) + 8 + 1 + (3) = 20 Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Before I can attempt close must encounter -
Encounter: Curse of the Flesheaters
Will use Arueshalae's gift to add d4+2 and Achaekek to add 2 dice
Wisdom Check DC 16: 1d8 + 2 + 1d4 + 2 + 2d8 ⇒ (2) + 2 + (1) + 2 + (6, 2) = 15 Not Quite
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Wisdom Check DC 16 Swashbuckling: 1d8 + 2 + 1 + 2 + 6 + 2 ⇒ (7) + 2 + 1 + 2 + 6 + 2 = 20 Success
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Will now attempt to close
Will freely reveal Belt of Incredible Dexterity to add +1
Acrobatics Check DC 11: 1d10 + 4 + 1 ⇒ (7) + 4 + 1 = 12 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Will bury belt to close
Will bury a swashbuckling card (Brine's Sting) to recharge some cards
Random Cards Recharged: 1d4 ⇒ 1 armor is recharged
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Jirelle ends her turn
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w1Keen Rapier +3, Immortal Dreamstone, BoZon-Kuthon, w2Disrupting Rapier, BoMilani, 1 BoAbadar,
Displayed:
Deck: 8 Discard: 5 Buried: 2
Hero Points: 7
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight
Would like to keep milani for a flesheater for someone if possible
Recharged: Diviner's Blight,
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
- Craft: 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
5-3B item or weapon for Monkey.
5-3C Jalhazar's Wheel / Ring of the Iron Skull
5-4B Avimar Sorrinash/Ederleigh Baines/Lady Cerise Bloodmourn/Mase Darimar.
5-4C Immortal Dreamstone
5-4D Scoundrel Sword Cane / Conch of the Tritons
5-5B: Alise Grogblud / Aiger’s Kiss
5-5C: Pearl of the Sirines
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.
5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
5-4E For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other
5-5E For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Jirelle 12789 |
After SOT of Meliksi will banish Immortal Dreamstone to draw 3 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 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:
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.
"
Hand: w1Keen Rapier +3, Immortal Dreamstone, BoZon-Kuthon, w2Disrupting Rapier, BoMilani, 1 BoAbadar, Barefoot Samms Toppin, Haneilius Fitch, Rosie Cusswell,
Displayed:
Deck: 8 Discard: 5 Buried: 2
Hero Points: 7
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight
Would like to keep milani for a flesheater for someone if possible
Recharged: Diviner's Blight,
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
- Craft: 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
5-3B item or weapon for Monkey.
5-3C Jalhazar's Wheel / Ring of the Iron Skull
5-4B Avimar Sorrinash/Ederleigh Baines/Lady Cerise Bloodmourn/Mase Darimar.
5-4C Immortal Dreamstone
5-4D Scoundrel Sword Cane / Conch of the Tritons
5-5B: Alise Grogblud / Aiger’s Kiss
5-5C: Pearl of the Sirines
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.
5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
5-4E For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other
5-5E For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (0)
Notes for Jirelle: reroll used
Plunder: Ally, Spell
Random Card(s) Used: monster 1 / ally 1-3
Additional Info 1: SOT - examine 2 local & arrange
Additional Info 2: encounter 1 of 2 different henchman before closing
Location #1: Jungle 4-10 remain // 4=Social Niceties
Arueshalae, Alahazra, Meliski - Location #2: Tengu Rookery (Anchored) 2-10 remain // 2=Tot Flask
Jirelle - Location #3: Torture Pit CLOSED
Location #4: Dinosaur Corral 1-10 remain
Location #5: Eye of Serenity 2-10 remain
Location #6: Great Stone Bridge 1-10 remain // 1=Blasting PIstol 2
Grimsnik's Meliski |
The hour is of Pharasma.
SOT Scenario power: #2 Tot Flask; #3 Gloves of Dueling. Keep in same order.
Meliski heads over to the jungle to make nice. Diplomacy 14: 3d10 + 4 + 1d4 ⇒ (7, 8, 8) + 4 + (4) = 31 Discard Blessing of Abadar and revealing Binder's Tome. Not burying card.
Meliski plays a tune on his samisen. Examine top three of jungle: Werecrocodile, Tentacle Slaver, Ederleigh Baines. Discard Vampire bat to explore.
Meliski blasts the werecrodile before riding a cloud back to the Rookery. Combat 18: 3d10 + 3d6 + 4 + 1d4 + 1d4 + 2 ⇒ (7, 8, 2) + (1, 2, 4) + 4 + (2) + (2) + 2 = 34 Cloudburst,Recharge BoPh, Gift for CHA and Binder's Tome
Recharge for defeating monster: 1d2 ⇒ 2
EOT- CB recharge: 1d10 + 4 + 1d4 + 1d4 + 2 ⇒ (7) + 4 + (3) + (4) + 2 = 20
Location Power: Examine Top card of Dinosaur Corral: Shrouded Queen
Hand: Blessing of Gozreh, Cure, Binder's Tome, Blessing of Besmara, Ice Chemist, Eel Skin Armor,
Displayed:
Deck: 16 Discard: 1 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 9; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ X] +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. ( [x] Then you may shuffle the location deck.)
[X] 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.
[x]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 (0)
Notes for Jirelle: reroll used
Plunder: Ally, Spell
Random Card(s) Used: monster 1 / ally 1-3
Additional Info 1: SOT - examine 2 local & arrange
Additional Info 2: encounter 1 of 2 different henchman before closing
Location #1: Jungle 6-10 remain // 6=Tentacle Slaver (henchman), 7= Ederleigh Baines
Arueshalae, Alahazra, Meliski - Location #2: Tengu Rookery (Anchored) 2-10 remain // 2=Tot Flask 3=Gloves of Dueling
Jirelle - Location #3: Torture Pit CLOSED
Location #4: Dinosaur Corral 1-10 remain // 1=Shrouded Queen (Villain)
Location #5: Eye of Serenity 2-10 remain
Location #6: Great Stone Bridge 1-10 remain // 1=Blasting PIstol 2
BR AAUGHWHY |
Ok! Hopefully I got all those examines!
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 Devil's Remains, unless otherwise noted.
At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
During This Scenario: The adventure deck number is 5.
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Additional Rules:
SS Villain 5
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
SS Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 4, Arueshalae/cartmanbeck
Monsters
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
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 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
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 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:
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 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
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:
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.
Weapons
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
SS
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
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 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spells
SS
Spell 4
Traits:
Magic
Arcane
Divine
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
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 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Armors
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
SS
Item 5
Traits:
Accessory
Magic
Aquatic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
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:
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 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.
Allies
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
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 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 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.
SS
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Blessings
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
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.
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.
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
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 26
Hourglass
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 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 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 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 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 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 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 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 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 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 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 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 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 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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 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
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.
Location #2: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, The Devil's Remains
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 5
Traits:
Accessory
Magic
Swashbuckling
To Acquire:
Charisma
Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
SS
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate
To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Location #3: Torture Pit
Closed
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, None
Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Villain 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 18
THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
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
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 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
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:
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
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
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Location #5: Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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 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
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
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
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
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.
Location #6: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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
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
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
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.
ACG - Arueshalae |
Aruey explores the Tot Flask and literally throws it over the side of the boat, on her way to get those delicious gloves. Banish the Tot Flask.
Wayfarer to explore again.
Diplomacy 13: 1d12 + 5 + 2d6 ⇒ (10) + 5 + (4, 3) = 22 Acquired.
BoArchdevils to go again. Electricity Arc Trap. I'll use my new Gloves of Dueling to recharge two cards and draw new ones. Requesting BoMilani from Jirelle.
Disable 12: 1d8 + 6 + 2d8 ⇒ (1) + 6 + (7, 1) = 15 Defeated.
BoShax to explore again. Crawling Cyclops Hand. I'll evade the crappo out of that.
BoBesmara to explore again. random: 1d6 + 3 ⇒ (5) + 3 = 8 Shark-Eating Crab. Using my BoSamurai.
Combat 18: 1d8 + 6 + 1d8 + 3 + 1d8 ⇒ (4) + 6 + (7) + 3 + (2) = 22
required reroll: 1d8 + 6 + 1d8 + 3 + 1d8 ⇒ (4) + 6 + (7) + 3 + (7) = 27 Defeated.
Cards 1, 3, and 8 banished, card 2 acquired, location shuffled.
"
Hand: Celestial Crossbow +3, Gem of Physical Prowess, Archcountess, Buccaneer's Breastplate, Thieves' Tools, Blessing of the Archdevils 1, Arueshalae's Gift,
Displayed:
Deck: 11 Discard: 5 Buried: 0
Hero Points: 4/8
Shirt Reroll: Not Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+2 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) ([X] +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.
[X] 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 ([X] 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 Kelizandri in effect.
Arueshalae requested a BoMilani from Jirelle. Alahazra will discard it instead.
At start of turn examine top 2 cards of Tengu Rookery.
random card ignoring 8: 1d6 + 3 ⇒ (5) + 3 = 8
random card ignoring 8: 1d6 + 3 ⇒ (2) + 3 = 5 Barracuda Aiger
random card ignoring 5 and 8: 1d6 + 3 ⇒ (2) + 3 = 5
random card ignoring 5 and 8: 1d6 + 3 ⇒ (2) + 3 = 5
random card ignoring 5 and 8: 1d6 + 3 ⇒ (2) + 3 = 5
random card ignoring 5 and 8: 1d6 + 3 ⇒ (1) + 3 = 4 Crawling Cyclops Hands placed on top. Taking free explore.
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
divine 10 aided by Binder's Tome, aided by Arueshalae's Gift, aided by bonus vs undead: 1d12 + 3d4 + 8 ⇒ (6) + (4, 4, 4) + 8 = 26
Recharge Blessing of Sivanah to examine top card of Eye of Serenity: Pirate Captain.
Major Cure targeting Meliski then Alahazra heals 1: 1d4 + 1 ⇒ (4) + 1 = 5
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Major Cure: Divine 10: 1d12 + 2d4 + 8 ⇒ (9) + (2, 2) + 8 = 21 -> Major Cure recharged.
Alahazra resets their hand.
Hand: Reflecting Shield, Magnetic Grimoire, Cleric of Nethys, Ice Chemist, Blessing of Isis, Blessing of Abadar, Cure, Blessing of Sivanah, Divine Blaze,
Displayed: Eagle Aerie, Besmara's Bones,
Deck: 11 Discard: 1 Buried: 0
"Current Location: Tengu Rookery
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move.
Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
Blessing of Isis: Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct trait.
Besmara's Bones: Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1.
Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4. (Note this only adds the cold trait to my checks.)
Movement: Move me to the NA 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, Fire Snake, Blessing of the Spellbound (3), Binder's Tome, Blessing of the Spellbound (1), Imp, Channel the Gift, Volcanic Storm, Pierce Jerrell, Blessing of the Spellbound (2)
Recharged: Major Cure,
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
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9 ☐ ☐
Proficiencies:
Knowledge: Intelligence +2
Divine: Charisma +2
Perception: Charisma +2
Survival: Charisma +2
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).
When you use the above power to examine a card from a location deck on your turn, and it is a boon, you may encounter it.
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.)
Tengu Rookery Card 4 banished.
Tengu Rookery Card 5 examined and on top of location.
Eye of Serenity card 1 examined: Pirate Captain.
Meliski healed for 5.
Jirelle 12789 |
Out of Turn Updates: None
Turn Order: Arueshalae, Alahazra, Jirelle, Meliski
Turn - Hour: 6 - Hourglass Card 2 Jirelle/Zalarian Blessing of the Gods
SOT: None
Give Card: None
Move: Torture Pit-> Great Stone Bridge
Location Powers: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
Will use Arueshalae's gift to add d4+2 to Dex
Explore: Great Stone Bridge Card 1 (Blasting Pistol +2)
Dexterity Check DC 13: 1d10 + 3 + 1d4 + 2 ⇒ (5) + 3 + (3) + 2 = 13 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Will bury a swashbuckling card (blasting pistol +2) to recharge some cards
Random Cards Recharged: 1d4 ⇒ 2 cards recharged (BoAchaekek, Fencer)
Will discard Rosie to explore
Explore: Great Stone Bridge Card 2: Tentacle Slaver
Encounter random monster first - Galvo
Gift is still up
Acrobatics Check DC 13: 1d10 + 4 + 1d4 + 2 ⇒ (7) + 4 + (1) + 2 = 14 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
May discard cutlass to add d4
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Keen Rapier +3 Combat Check DC 18: 1d10 + 2d4 + 8 + 1d4 + 2 ⇒ (7) + (2, 3) + 8 + (1) + 2 = 23 Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Will discard Blessing of ZonKuthon to add a die
Wisdom Check DC 8: 1d8 + 2 + 1d8 ⇒ (6) + 2 + (5) = 13 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
May discard cutlass to add d4
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Keen Rapier +3 Combat Check DC 18: 1d10 + 2d4 + 8 + 1d4 + 2 ⇒ (7) + (1, 2) + 8 + (4) + 2 = 24 Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Before attempting close, will encounter Curse of the Flesheaters and discard blessing of Milani to add 2 dice
Wisdom Check DC 16: 1d8 + 2 + 2d8 ⇒ (6) + 2 + (5, 8) = 21 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Now attempt to close
Dexterity Check DC 10: 1d10 + 3 + 1d4 + 2 ⇒ (7) + 3 + (2) + 2 = 14 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Great Stone Bridge is closed
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Jirelle ends her turn using location to bury Disrupting Rapier and Barefoot Samms and recharge Blessing of Milani and Dreamstalker
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w1Keen Rapier +3, 1 BoAbadar, Haneilius Fitch, Fortune-Teller, l2Aiger's Kiss, Blessing of the Vaultmaster,
Displayed:
Deck: 9 Discard: 4 Buried: 5
Hero Points: 7
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight
Would like to keep milani for a flesheater for someone if possible
Recharged: Diviner's Blight, BoAchaekek, Fencer, BoMilani, Dreamstalker,
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
- Craft: 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
5-3B item or weapon for Monkey.
5-3C Jalhazar's Wheel / Ring of the Iron Skull
5-4B Avimar Sorrinash/Ederleigh Baines/Lady Cerise Bloodmourn/Mase Darimar.
5-4C Immortal Dreamstone
5-4D Scoundrel Sword Cane / Conch of the Tritons
5-5B: Alise Grogblud / Aiger’s Kiss
5-5C: Pearl of the Sirines
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.
5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
5-4E For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other
5-5E For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (4)
Notes for Jirelle: reroll used
Plunder: Ally, Spell
Random Card(s) Used: monster 1
Additional Info 1: SOT - examine 2 local & arrange
Additional Info 2: encounter 1 of 2 different henchman before closing
Location #1: Jungle 1-5 remain // 1=Tentacle Slaver (henchman), 2= Ederleigh Baines
Arueshalae, Alahazra, Meliski - Location #2: Tengu Rookery (Anchored) 5, (random 6,7,9) remain
Location #3: Torture Pit CLOSED remain
Location #4: Dinosaur Corral 1-10 remain // 1=Shrouded Queen (Villain)
Location #5: Eye of Serenity 1-9 remain // 1=Pirate Caption
Jirelle - Location #6: Great Stone Bridge CLOSED remain
Grimsnik's Meliski |
The hour is of Abadar.
SOT- Examine top two cards #5 Barracuda Aiger and 2nd card 6,7,9: 1d3 ⇒ 1 #6 Flaming Longbow +2
Meliski heads over to the Eye of Serenity and looks around the back to find Rotgut fleeing. Explore bottom card and shuffle location deck. Auto fail acquiring Rotgut. Discard Ice Chemist to explore.
Random card: 1d8 ⇒ 4
Meliski runs into a Pirate Guard. Combat 19: 2d8 + 2 + 1d6 + 1d8 + 1d4 + 2 ⇒ (8, 1) + 2 + (3) + (6) + (2) + 2 = 24 Combat Power, Ice Chemist bonus, Gift for STR, discard BoB
Hand: Blessing of Gozreh, Cure, Binder's Tome, Life Drain, Ederleigh Baines, Eel Skin Armor,
Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 9; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ X] +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. ( [x] Then you may shuffle the location deck.)
[X] 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.
[x]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 (4)
Notes for Jirelle: reroll used
Plunder: Ally, Spell
Random Card(s) Used: monster 1
Additional Info 1: SOT - examine 2 local & arrange
Additional Info 2: encounter 1 of 2 different henchman before closing
Location #1: Jungle 1-5 remain // 1=Tentacle Slaver (henchman), 2= Ederleigh Baines
Arueshalae, Alahazra - Location #2: Tengu Rookery (Anchored) 5,6, (random 7,9) remain // 5=Barracuda Aiger, 6=Flaming Longbow +2
Location #3: Torture Pit CLOSED remain
Location #4: Dinosaur Corral 1-10 remain // 1=Shrouded Queen (Villain)
Meliski - Location #5: Eye of Serenity (random 1-3,5-8) remain // 1=Pirate Caption
Jirelle - Location #6: Great Stone Bridge CLOSED 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 Devil's Remains, unless otherwise noted.
At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
During This Scenario: The adventure deck number is 5.
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Additional Rules:
SS Villain 5
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
SS Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 8, Arueshalae/cartmanbeck
Monsters
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
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 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
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Barriers
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 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 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
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 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.
Weapons
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
SS
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
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 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 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Spells
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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
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
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Armors
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 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
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.
SS
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
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 2
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine
Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Allies
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
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 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 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
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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: 22
Hourglass
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 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 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 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 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 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 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 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 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 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 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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 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
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.
Location #2: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, The Devil's Remains
SS
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate
To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #3: Torture Pit
Closed
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Villain 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 18
THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
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
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 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
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:
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
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
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Location #5: Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Meliski/Grimsnik, Pirate Captain
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
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
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
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
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
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
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #6: Great Stone Bridge
Closed
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, None
ACG - Arueshalae |
Aruey will attempt to make friends with Barracuda. He has a high cost to acquiring him, but he's an Ally 5, so it's probably still worth it.
Ranged 9: 1d8 + 6 ⇒ (2) + 6 = 8 Ugh, gonna use my reroll on that.
reroll: 1d8 + 6 ⇒ (4) + 6 = 10 There we go.
Requesting Sivanah from Alahazra on the second check.
Diplomacy 12: 1d12 + 5 + 2d12 ⇒ (6) + 5 + (12, 10) = 33
Barracuda becomes Aruey's friend. She has to discard 3 cards, though.
Aruey then attempts to dislodge a bow that's stuck under a rock.
BoArchdevils to explore again, Flaming Longbow thingy. Using Magnetic Grimoire.
Ranged 13: 1d8 + 6 + 1d4 ⇒ (2) + 6 + (1) = 9 Bah. I'm gonna hero point that one.
reroll: 1d8 + 6 + 1d4 ⇒ (5) + 6 + (2) = 13 Acquired!
End of turn, examine Eye of Serenity to see a Blessing of Cayden Cailen. Next turn I'll be healing myself at the start.
"
Hand: Celestial Crossbow +3, Barracuda Aiger, Flaming Longbow +3, Buccaneer's Breastplate, Blessing of Erastil, Bombardier Bow, Arueshalae's Gift,
Displayed:
Deck: 9 Discard: 9 Buried: 0
Hero Points: 4/8
Shirt Reroll: Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+2 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) ([X] +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.
[X] 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 ([X] 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 Cayden Cailean in effect.
Examine top 2 cards of Tengu Rookery: Humanbane Crossbow +2 and Tentacle Slaver. I'll switch the order so Slaver is on top.
Cure targeting Arueshalae: 1d4 + 1 ⇒ (3) + 1 = 4
Alahazra moves to Eye of Serenity.
Recharge Blessing of Abadar to examine top 2 cards of Eye of Serenity: Blessing of Cayden Cailean and Skeleton Anchor. Encountering both.
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.
Divine 5 auto acquire.
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Survival 13 aided by Arueshalae's Gift (CHA), revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire: 1d12 + 2d4 + 8 ⇒ (8) + (3, 1) + 8 = 20
Display Skeleton Anchor. Recharge Blessing of Cayden Cailean to examine next 2 cards at Eye of Serenity: Pirate Captain and Lookout Duty. Taking free explore.
Pausing turn for rules discussion.
S&S Alahazra |
Continued.
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.
BYA recharge Reflecting Shield.
combat 12 +5 casting Divine Blaze, aided by Arueshalae's Gift (CHA), revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire, bonus vs pirates: 1d12 + 3d8 + 3d4 + 10 ⇒ (10) + (6, 2, 6) + (3, 1, 1) + 10 = 39
Jirelle and Besmara's Bones prevent the 2 AYA structural damage.
Discard Cleric of Nethys to examine next 3 cards: Lookout Duty, Skeleton Crew, Find Traps. Keep that order and explore.
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.
Perception 6 +5 -6 due to Skeleton Anchor, aided by Arueshalae's Gift (CHA), revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire: 1d12 + 2d4 + 8 ⇒ (1) + (3, 3) + 8 = 15
Recharge Blessing of Isis to examine next 2 cards at Eye of Serenity: Skeleton Crew, Find Traps. Encounter both.
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.
divine 7 aided by Arueshalae's Gift (CHA), revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire: 1d12 + 2d4 + 8 ⇒ (4) + (2, 4) + 8 = 18
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.
divine 6 aided by Arueshalae's Gift (CHA), revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire: 1d12 + 2d4 + 8 ⇒ (8) + (2, 4) + 8 = 22
Recharge Skeleton Crew to examine top 2 cards of Dinosaur Corral: Shrouded Queen and Potion of Healing. Encounter Potion of Healing.
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Intelligence 5 revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire: 1d6 + 1d4 ⇒ (4) + (1) = 5
Banish Potion of Healing to heal Alahazra: 1d4 + 1 ⇒ (4) + 1 = 5
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 1d12 + 2d4 + 8 ⇒ (6) + (2, 1) + 8 = 17 -> Cure recharged .
Divine Blaze: Divine 14: 1d12 + 2d4 + 8 ⇒ (3) + (2, 1) + 8 = 14 -> Divine Blaze recharged.
Alahazra resets their hand.
Hand: Imp, Magnetic Grimoire, Find Traps, Ice Chemist, Blessing of Isis, Aqueous Orb, Volcanic Storm, Binder's Tome, Channel the Gift,
Displayed: Eagle Aerie, Besmara's Bones, Skeleton Anchor,
Deck: 15 Discard: 0 Buried: 0
"Current Location: Eye of Serenity
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move.
Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Find Traps: bless twice on a check vs barriers.
Blessing of Isis: Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct trait.
Besmara's Bones: Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1.
Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4. (Note this only adds the cold trait to my checks.)
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.
Channel the Gift: Discard to let a character at this location search their deck for a spell and put it in their hand.
Movement: Move me to the NA 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 Cayden Cailean, Blessing of the Spellbound (1), Major Cure, Cleric of Nethys, Blessing of the Spellbound (2), Blessing of Sivanah, Reflecting Shield, Fire Snake, Blessing of the Spellbound (3), Blessing of Milani, Blessing of Abadar, Pierce Jerrell, Skeleton Crew
Recharged: Cure, Divine Blaze,
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
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9 ☐ ☐
Proficiencies:
Knowledge: Intelligence +2
Divine: Charisma +2
Perception: Charisma +2
Survival: Charisma +2
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).
When you use the above power to examine a card from a location deck on your turn, and it is a boon, you may encounter it.
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.)
Eye of Serenity cards 1, 2, 5, and 6 acquired.
Eye of Serenity cards 3 and 4 banished.
Tengu Rookery cards 3 and 4 switched. Tentacle Slaver now on top.
Dinosaur Corral Card 2 acquired then banished.
Arueshalae healed for 4.
1 remaining card at Eye of Serenity assumed to be henchman. At the start of Jirelle's turn display Imp to draw 2 cards: Blessing of Sivanah and Pierce Jerrell. Imp is discarded end of turn.
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 Devil's Remains, unless otherwise noted.
At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
During This Scenario: The adventure deck number is 5.
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Additional Rules:
SS Villain 5
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
SS Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 10, Jirelle/Zalarian
Monsters
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 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 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
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 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Barriers
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
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
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
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
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Weapons
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
SS
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
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.
Spells
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 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 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
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 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 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
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.
SS
Item 4
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 10
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.
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 4
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
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 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 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
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 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
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 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 20
Hourglass
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 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 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 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 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 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 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 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 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 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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 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
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.
Location #2: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/cartmanbeck, The Devil's Remains
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Location #3: Torture Pit
Closed
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Villain 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 18
THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
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 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
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:
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
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
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Location #5: Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Grimsnik, Alahazra/Bigguyinblack,
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #6: Great Stone Bridge
Closed
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, None
Jirelle 12789 |
Out of Turn Updates: before end of Alahazra's turn, will do the following:
Will reveal Haneilius Fitch and choose to shuffle BoZon-Kuthon and then recharge Fitch
Turn Order: Arueshalae, Alahazra, Jirelle, Meliski
Turn - Hour: 10 - Blessing of Achaekek
SOT:
Will use mat benefit to discard (Aiger's Kiss) and draw (BoBesmara)
Give Card: None
Move: Great Stone Bridge -> Tengu Rookery
Location Powers: At the end of your turn, you may examine the top card of another location deck.
After move, Will reveal fortune-teller and choose bane
Encounter: Tengu Rookery Card 1 (Tentacle Slaver):
Before acting, will choose Arueshalae to summon and encounter a monster from the box. It is a canopy creeper which she evades
discard Abadar to add a die
Wisdom Check DC 8: 1d8 + 2 + 1d8 ⇒ (5) + 2 + (5) = 12 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Will use Arueshalae's gift to add d4+2 to dexterity
May discard cutlass to add d4
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Keen Rapier +3 Combat Check DC 18: 1d10 + 2d4 + 8 + 1d4 + 2 ⇒ (5) + (3, 2) + 8 + (3) + 2 = 23 Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Since don't have an item will choose not to attempt to close
Will now do normal explore
Explore: Tengu Rookery Card 2 (Humanbane Crossbow +2
Will choose to banish
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Jirelle ends her turn examining Eye of Serenity Card 1: Jakaw Razorbeak
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand discarding fortune-teller.
"
Hand: w1Keen Rapier +3, Blessing of the Vaultmaster, BoBesmara, Diviner's Blight, BoZon-Kuthon, BoAchaekek,
Displayed:
Deck: 8 Discard: 5 Buried: 5
Hero Points: 7
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight
Would like to keep milani for a flesheater for someone if possible
Recharged: Haneilius Fitch,
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
- Craft: 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
5-3B item or weapon for Monkey.
5-3C Jalhazar's Wheel / Ring of the Iron Skull
5-4B Avimar Sorrinash/Ederleigh Baines/Lady Cerise Bloodmourn/Mase Darimar.
5-4C Immortal Dreamstone
5-4D Scoundrel Sword Cane / Conch of the Tritons
5-5B: Alise Grogblud / Aiger’s Kiss
5-5C: Pearl of the Sirines
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.
5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
5-4E For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other
5-5E For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (10)
Notes for Jirelle: reroll used
Plunder: Ally, Spell
Random Card(s) Used: monster 1
Additional Info 1: SOT - examine 2 local & arrange
Additional Info 2: encounter 1 of 2 different henchman before closing
Location #1: Jungle 1-5 remain // 1=Tentacle Slaver (henchman), 2= Ederleigh Baines
Arueshalae, Jirelle - Location #2: Tengu Rookery (Anchored)
Location #3: Torture Pit CLOSED remain
Location #4: Dinosaur Corral 1-9 remain // 1=Shrouded Queen (Villain)
Meliski, Alahazra - Location #5: Eye of Serenity 1 remain
Location #6: Great Stone Bridge CLOSED remain
Grimsnik's Meliski |
The hour is of Asmodeus.
SOT- Examine: Jakaw Razorbeak
Meliski heads over to the Dinosaur Corral to meet up with Jirelle.
As per hangout discussion, Jirelle used EOT power to move to DC
Heal Jirelle: 1d4 + 1 ⇒ (4) + 1 = 5
Poking around the back of the Corral, Meliski disturbs Tetrolimulus. Combat 23: 1d10 + 4 + 2d4 + 1d4 + 2 + 1d4 ⇒ (10) + 4 + (2, 2) + (3) + 2 + (3) = 26 Monster re-roll Combat 23: 1d10 + 4 + 2d4 + 1d4 + 2 + 1d4 ⇒ (10) + 4 + (4, 2) + (4) + 2 + (3) = 29 Explore bottom card and shuffle location. Playing Life Drain, reveal Binder's Tome and using gift for CHA. Heal: 1d2 ⇒ 2Blessing of Besmara then recharge Ice Chemist for defeating monster.
EOT- Cure recharge: 1d10 + 4 + 1d4 + 1d4 + 2 ⇒ (3) + 4 + (4) + (1) + 2 = 14
Life Drain Recharge: 1d10 + 4 + 1d4 + 2 ⇒ (4) + 4 + (3) + 2 = 13
Hand: Blessing of Gozreh, Wand of Flying, Binder's Tome, Holy Javelin, Ederleigh Baines, Eel Skin Armor,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 9; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ X] +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. ( [x] Then you may shuffle the location deck.)
[X] 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.
[x]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 (10)
Notes for Jirelle: reroll used
Plunder: Ally, Spell
Random Card(s) Used: monster 1
Additional Info 1: SOT - examine 2 local & arrange
Additional Info 2: encounter 1 of 2 different henchman before closing
Location #1: Jungle 1-5 remain // 1=Tentacle Slaver (henchman), 2= Ederleigh Baines
Arueshalae - Location #2: Tengu Rookery (Anchored)
Jirelle, Meliski - Location #4: Dinosaur Corral (shuffle 1-8) remain // 1=Shrouded Queen (Villain)
Alahazra - Location #5: Eye of Serenity 1 remain // 1=Jakaw Razorbeak
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 Devil's Remains, unless otherwise noted.
At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
During This Scenario: The adventure deck number is 5.
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Additional Rules:
SS Villain 5
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
SS Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 12, Arueshalae/cartmanbeck
Monsters
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
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
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.
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Barriers
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 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 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 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:
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 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 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
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 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:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Spells
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 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
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 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 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Armors
SS
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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
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 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
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 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 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 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
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
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
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.
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: 18
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 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 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 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 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 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 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 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 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 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 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 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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 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
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.
Location #2: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Arueshalae/cartmanbeck, The Devil's Remains
Location #3: Torture Pit
Closed
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Shrouded Queen (Villain)
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
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
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
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
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
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Villain 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 18
THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Location #5: Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Bigguyinblack,
SS
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #6: Great Stone Bridge
Closed
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
ACG - Arueshalae |
Aruey heads to the Eye of Serenity. Explore to find the henchman, Jakaw Razorbeak. No items in my hand, so i'll fail the BA check.Requesting Jirelle's BoAchaekek for the combat.
Combat 20: 1d8 + 6 + 1d8 + 3 + 2d8 ⇒ (6) + 6 + (4) + 3 + (2, 7) = 28
Have to summon the Curse of the Flesheaters. Requesting Find Traps from Alahazra.
Disable 16: 1d8 + 6 + 2d8 ⇒ (7) + 6 + (2, 8) = 23
Summon Cyclops Oracle to close. BA look at the top 3 cards of my deck, bury one discard one and recharge one. BoSamurai, Slaying Bolts, Venomous Hand Crossbow. I'll bury the crossbow, discard the bolts, and recharge the blessing. Using my Blessing of Erastil on the combat.
Combat 20: 1d8 + 6 + 1d8 + 3 + 2d8 ⇒ (7) + 6 + (7) + 3 + (3, 3) = 29 Defeated. Eye of Serenity closed. I recharge my Thieves' Tools from discards. I'll also just discard Barracuda Aiger since I don't want to banish him for his power.
"
Hand: Celestial Crossbow +3, Bombardier Bow, Buccaneer's Breastplate, Blessing of Hshurha, Starbow, Flaming Longbow +2, Arueshalae's Gift,
Displayed:
Deck: 10 Discard: 7 Buried: 1
Hero Points: 3/8
Shirt Reroll: Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+2 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) ([X] +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.
[X] 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 ([X] 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 Devil's Remains, unless otherwise noted.
At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
During This Scenario: The adventure deck number is 5.
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Additional Rules:
SS Villain 5
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
SS Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 13, Alahazra/Bigguyinblack
Monsters
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
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 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
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:
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 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 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
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 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Spells
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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 4
Traits:
Magic
Arcane
Divine
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
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 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
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 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
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 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
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.
SS
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
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:
Object
Magic
To Acquire:
Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
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:
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:
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 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:
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Blessings
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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 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 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 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 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 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 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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 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
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.
Location #2: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: The Devil's Remains
Location #3: Torture Pit
Closed
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Shrouded Queen (Villain)
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
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
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
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
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
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Villain 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 18
THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Location #5: Eye of Serenity
Closed
At This Location: At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Arueshalae/cartmanbeck, Alahazra/Bigguyinblack,
Location #6: Great Stone Bridge
Closed
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
S&S Alahazra |
At the end of Arueshalae's turn she and Alahazra recharge a card to use Eagle Aerie to move. Alahazra will recharge Binder's Tome to move to Jungle. Arueshalae presumably moves to Dinosaur Corral.
Start of turn examine Jungle and switch Tentacle Slaver and Ederleigh Baines. Take free explore.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
charisma 10 +5 revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire, aided by Arueshalae's Gift (CHA): 1d12 + 2d4 + 6 ⇒ (6) + (1, 3) + 6 = 16
Discard Ederleigh Baines to explore.
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA Alahazra summons and encounters random monster #1 Galvo.
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
bya electricity damage: 1d6 ⇒ 1 Discard Pierce Jerrell.
combat 18 displaying Aqueous Orb, revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire, aided by Arueshalae's Gift (CHA): 1d12 + 1d6 + 2d4 + 10 ⇒ (6) + (5) + (4, 4) + 10 = 29
combat 18 vs Tentacle Slaver sending Aqueous Orb to recovery, revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire, aided by Arueshalae's Gift (CHA): 1d12 + 3d6 + 2d4 + 10 ⇒ (5) + (5, 1, 1) + (3, 4) + 10 = 29
survival 5 +5 to close Jungle revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire, aided by Arueshalae's Gift (CHA): 1d12 + 2d4 + 8 ⇒ (11) + (2, 1) + 8 = 22
Jungle is closed. Random barrie4r #1 is shuffled into Dinosaur Corral. Recharge Blessing of Sivanah to examine top card of Dinosaur Corral.
random card 9 is the new barrier: 1d9 ⇒ 9 Random barrier #1 Pirate Hunting.
Cast Channel the Gift for Major Cure.
Recharge Volcanic Storm at end of turn to use Eagle Aerie moving to Dinosaur Corral.
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Aqueous Orb: Divine 11: 1d12 + 2d4 + 8 ⇒ (1) + (3, 2) + 8 = 14 -> Aqueous Orb recharged.
Channel the Gift: Divine 14: 1d12 + 2d4 + 8 ⇒ (4) + (1, 1) + 8 = 14 -> Channel the Gift recharged.
Alahazra resets their hand.
Hand: Volcanic Storm, Magnetic Grimoire, Blessing of Milani, Ice Chemist, Blessing of Isis, Blessing of the Spellbound (1), Major Cure, Cure, Blessing of Sivanah,
Displayed: Eagle Aerie, Besmara's Bones, Skeleton Anchor,
Deck: 13 Discard: 3 Buried: 0
"Current Location: Dinosaur Corral
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move.
Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.
Blessing of Isis: Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct trait.
Besmara's Bones: Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1.
Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4. (Note this only adds the cold trait to my checks.)
Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
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 the NA 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), Binder's Tome, Blessing of the Spellbound (2), Cleric of Nethys, Divine Blaze, Skeleton Crew, Find Traps, Fire Snake, Reflecting Shield, Blessing of Cayden Cailean, Blessing of Abadar
Recharged: Aqueous Orb, Channel the Gift,
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
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9 ☐ ☐
Proficiencies:
Knowledge: Intelligence +2
Divine: Charisma +2
Perception: Charisma +2
Survival: Charisma +2
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).
When you use the above power to examine a card from a location deck on your turn, and it is a boon, you may encounter it.
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.)
Jungle card 2 acquired.
Jungle closed.
Random barrier #1 Pirate Hunting is now top card of Dinosaur Corral.
Arueshalae recharged a card at the end of her turn to move to Dinosaur Corral.
At the start of Jirrele's turn cast Cure targeting Arueshalae: 1d4 + 1 ⇒ (3) + 1 = 4
divine 8 to recover: 1d12 + 1d4 + 6 ⇒ (9) + (3) + 6 = 18
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 Devil's Remains, unless otherwise noted.
At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
During This Scenario: The adventure deck number is 5.
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Additional Rules:
SS Villain 5
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
SS Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 14, Jirelle/Zalarian
Monsters
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 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:
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 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 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Barriers
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 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
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:
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.
Weapons
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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 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 5
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Spells
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 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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 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 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
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 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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:
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 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
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 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
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.
Allies
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.
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 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
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 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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
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
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 16
Hourglass
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 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 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 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 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 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 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 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 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 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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: Jungle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: The Devil's Remains
Location #3: Torture Pit
Closed
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Shrouded Queen (Villain)
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 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
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Villain 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 18
THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
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
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 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Location #5: Eye of Serenity
Closed
At This Location: At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #6: Great Stone Bridge
Closed
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Jirelle 12789 |
Out of Turn Updates: Healed for 5; Arueshalae used BoAchaekek. Since Alahazra planned to heal Arueshalae, both of them went to Jungle. No need to shuffle barrier since only 1 open location remains
Turn Order: Arueshalae, Alahazra, Jirelle, Meliski
Turn - Hour: 13 - Hourglass Card 1 Jirelle/Zalarian Blessing of Sivanah
Give Card: None
Move: Stay at Dinosaur Corral
Location Powers: When you play an ally that has the Animal trait on a check, add 2 to that check.
Examine top 2 cards and order them as follows:
Dinosaur Corral Card 2: Barroom Brawl
Dinosaur Corral Card 1: Illusory Wall
Explore: Dinosaur Corral Card 2: Barroom Brawl
Will use Arueshalae's gift to add d4+2
Dexterity Check DC 5+5=10: 1d10 + 3 + 1d4 + 2 ⇒ (3) + 3 + (2) + 2 = 10 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
For now, will assume Meliski fails check and buries armor for 6 combat damage
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.
Will discard blessing of the vaultmaster to explore and add a die since a barrier
Explore: Dinosaur Corral Card 1: Illusory Wall
Wisdom Check DC 6+5=11: 1d8 + 2 + 1d8 ⇒ (4) + 2 + (5) = 11 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
Examine next card - Dinosaur Corral Card 3: Saltbox and put on bottom of deck
Will have Alahazra recharge a card to examine next card - Dinosaur Corral Card 4: Shrouded Queen
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Jirelle ends her turn
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand recharging armor
"
Hand: w1Keen Rapier +3, BoZon-Kuthon, BoBesmara, Evangelist, Jack the Monkey, 1 BoAbadar,
Displayed:
Deck: 11 Discard: 2 Buried: 5
Hero Points: 7
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight
Would like to keep milani for a flesheater for someone if possible
Recharged: Diviner's Blight,
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
- Craft: 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
5-3B item or weapon for Monkey.
5-3C Jalhazar's Wheel / Ring of the Iron Skull
5-4B Avimar Sorrinash/Ederleigh Baines/Lady Cerise Bloodmourn/Mase Darimar.
5-4C Immortal Dreamstone
5-4D Scoundrel Sword Cane / Conch of the Tritons
5-5B: Alise Grogblud / Aiger’s Kiss
5-5C: Pearl of the Sirines
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.
5-3E: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4A: For the rest of the Adventure Path, when you play a scenario in adventure 4 or higher, you may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.
5-4E For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other
5-5E For the rest of the Adventure Path, if you have the Arcane or Craft skill, you may choose the Apparatus of the Octopus as your ship.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (14)
Notes for Arueshalae: Healed for 4 by Alahazra
Notes for Meliski: defeat barroom brawl or bury armor
Notes for Jirelle: reroll used; mat used
Notes for Alahazra: recharge card for examine
Plunder: Ally, Spell
Additional Info 1: SOT - examine 2 local & arrange
Additional Info 2: encounter 1 of 2 different henchman before closing
Arueshalae, Alahazra - Location #1: Jungle CLOSED
Location #2: Tengu Rookery (Anchored) remain
Location #3: Torture Pit CLOSED remain
Jirelle, Meliski - Location #4: Dinosaur Corral 4-8,3 remain // 3=Saltbox, 4=Villain
Location #5: Eye of Serenity CLOSED remain
Location #6: Great Stone Bridge CLOSED remain
Grimsnik's Meliski |
Brawl 5+5: 1d8 + 2 ⇒ (5) + 2 = 7 Bury Eel Skin Armor for damage
The hour is of Kelizandri
SOT- Examine #4 Villain and #5 Nirento. Place #5 on top.
Meliski runs in and slams into the plant creature. Combat 11: 2d8 + 1d6 + 1d4 + 2 ⇒ (6, 7) + (1) + (3) + 2 = 19 brawling power with gift and blessing of gozreh
EOT- Discard Ederleigh Baines and Wand of Flying
Hand: Fire Snake, Holy Feast, Binder's Tome, Holy Javelin, Spiny Shield, Pryomaniac Mage,
Displayed:
Deck: 14 Discard: 3 Buried: 1
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 9; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [X] +1 [X] +2 [ X] +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. ( [x] Then you may shuffle the location deck.)
[X] 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.
[x]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 (14)
Notes for Arueshalae: Healed for 4 by Alahazra
Notes for Jirelle: reroll used; mat used
Notes for Alahazra: recharge card for examine
Plunder: Ally, Spell
Additional Info 1: SOT - examine 2 local & arrange
Additional Info 2: encounter 1 of 2 different henchman before closing
Arueshalae, Alahazra - Location #1: Jungle CLOSED
Location #2: Tengu Rookery (Anchored) remain
Location #3: Torture Pit CLOSED remain
Jirelle, Meliski - Location #4: Dinosaur Corral 4, 6-8,3 remain // 3=Saltbox, 4=Villain
Location #5: Eye of Serenity CLOSED remain
Location #6: Great Stone Bridge CLOSED remain
BR AAUGHWHY |
Aurey and Alahazra still need to make the check against the brawl or take damage
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.
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 Devil's Remains, unless otherwise noted.
At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.
During This Scenario: The adventure deck number is 5.
Your ship is anchored at the Tengu Rookery.
At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
The Shrouded Queen’s before you act power can never be ignored.
Before you attempt to close a location, if the henchman Curse of the Flesheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it (proxy with Shipwreck) next to your character.
If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Additional Rules:
SS Villain 5
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5. Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead. If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
SS Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Wisdom 8 THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box. If undefeated, draw a card, bury a card, discard a card, then recharge a card. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage. Before you act, each character at your location is dealt 1d4 Acid damage. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
SS Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 16, Arueshalae/cartmanbeck
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 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 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.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
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 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 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
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 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.
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 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 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 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 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.
Spells
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
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 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
SS
Item 4
Traits:
Accessory
Magic
To Acquire:
Dexterity
Ranged
Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
SS
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
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:
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 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
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.
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
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
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.
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
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.
Hours Remaining: 14
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 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 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 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 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 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 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 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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: Jungle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: The Devil's Remains
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Location #3: Torture Pit
Closed
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Shrouded Queen (Villain)
SS
Villain 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 18
THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
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 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
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
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
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Location #5: Eye of Serenity
Closed
At This Location: At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #6: Great Stone Bridge
Closed
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
S&S Alahazra |
During Barroom brawl recharge Blessing of Sivanah to bless Arueshalae's check.
dexterity 5 +5 discarding Blessing of Milani, reveal Ice Chemist to add cold trait, reveal Magnetic Grimoire: 4d4 ⇒ (1, 1, 3, 2) = 7
Asking Meliski to recharge a card to reroll 2 dice.
rerolling 2 dice: 2d4 ⇒ (3, 2) = 5 5 +5 succeeds.
Recharge Blessing of the Spellbound (2) during Jirelle's turn for the examine.
Grimsnik's Meliski |
Would have recharge Ederleigh Baines during Jirelle's turn for Alahazra. Instead of discarding it at the end of my turn.
ACG - Arueshalae |
Blessed by Alahazra.
Barroom Brawl Dexterity 5+5=10: 1d8 + 4 + 1d8 ⇒ (7) + 4 + (1) = 12 Defeated.
Start of her turn, Aruey will discard her Starbow instead of her first explore to heal herself.
heals: 1d4 + 1 ⇒ (4) + 1 = 5
Blessing of Hshurha to explore and EVADE the villain. Location shuffles.
"
Hand: Celestial Crossbow +3, Bombardier Bow, Buccaneer's Breastplate, Blessing of the Archdevils 1, Gloves of Dueling, Blessing of Besmara, Arueshalae's Gift,
Displayed:
Deck: 13 Discard: 4 Buried: 1
Hero Points: 3/8
Shirt Reroll: Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+2 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) ([X] +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.
[X] 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 ([X] 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 Gozreh in effect.
Recharge Blessing of Isis to examine top card of Dinosaur Corral.
random card: 1d6 ⇒ 4
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.
dexterity 4 revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire: 2d4 ⇒ (2, 3) = 5
charisma 7 revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire: 1d12 + 1d4 + 4 ⇒ (4) + (3) + 4 = 11
Recharge Blessing of the Spellbound (1) to examine top card of Dinosaur Corral.
random card skipping 4: 1d5 ⇒ 5 Banish Saltbox.
major cure targeting Arueshalae and healing 1: 1d4 + 1 ⇒ (2) + 1 = 3
Move to Tengu Rookery. Forgot last turn to discard Skeleton Anchor when I moved.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
[b]Jirelle discards Blessing of Abadar.
dexterity 12 revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire, blessed twice by BoAbadar, aided by Arueshalae's Gift (DEX): 5d4 + 2 ⇒ (2, 3, 3, 3, 4) + 2 = 17
Banish Magnetic Grimoire to close. Examine top card of my deck: Recharge Blessing of Sivanah, End of turn recharge Heartbreak Hinsin to use Eagle Aerie to move to Dinosaur Corral.
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Major Cure: Divine 10: 1d12 + 6 ⇒ (8) + 6 = 14 -> Major Cure recharged.
Alahazra resets their hand.
Hand: Aqueous Orb, Blessing of the Spellbound (1), Blessing of Abadar, Ice Chemist, Binder's Tome, Divine Blaze, Blessing of the Spellbound (3), Blessing of the Spellbound (2), Cure,
Displayed: Eagle Aerie, Besmara's Bones,
Deck: 13 Discard: 4 Buried: 0
"Current Location: Dinosaur Corral
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Eagle Aerie: While displayed, any character at your location may recharge a card at the end of a turn to move.
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.
Besmara's Bones: Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1.
Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4. (Note this only adds the cold trait to my checks.)
Blessing of Abadar: Discard to bless twice on a check vs barriers.
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 the NA if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Find Traps, Reflecting Shield, Cleric of Nethys, Imp, Blessing of Cayden Cailean, Volcanic Storm, Blessing of Isis, Channel the Gift, Skeleton Crew, Fire Snake
Recharged: Blessing of Sivanah, Heartbreak Hinsin, Major Cure,
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
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9 ☐ ☐
Proficiencies:
Knowledge: Intelligence +2
Divine: Charisma +2
Perception: Charisma +2
Survival: Charisma +2
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).
When you use the above power to examine a card from a location deck on your turn, and it is a boon, you may encounter it.
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.)
Dinosaur Corral card 4 acquired. Dinosaur Corral card 6 banished.
Tengu Rookery closed.
Jirelle discarded BoAbadar.
Arueshalae healed for 3.
Jirelle 12789 |
Out of Turn Updates: discard abadar for Alahazra's turn
Turn Order: Arueshalae, Alahazra, Jirelle, Meliski
Turn - Hour: 18 - Hourglass Card 2 Jirelle/Zalarian Blessing of Achaekek
SOT:
Random Corral cards 1,2,3,5: 1d4 ⇒ 31d3 ⇒ 3 cards 3 and 5
Examine top 2 cards and order them as follows:
Dinosaur Corral Card 5: Pirate Hunting
Dinosaur Corral Card 3: Manticore
Give Card: None
Move: Stay at Corral
Location Powers: None
Explore: Dinosaur Corral Card 5: Pirate Hunting
Since not on a ship must fight random monster
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.
May discard cutlass to add d4
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Will reveal Evangelist to add 1
Keen Rapier +3 Combat Check DC 13: 1d10 + 2d4 + 8 + 1 ⇒ (6) + (4, 4) + 8 + 1 = 23 Success but must roll again
Keen Rapier +3 Combat Check DC 13: 1d10 + 2d4 + 8 + 1 ⇒ (7) + (4, 1) + 8 + 1 = 21 Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
did not use ranged so no combat damage
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.
Will discard monkey to explore
Explore: Dinosaur Corral Card 3: Manticore
turn order from above: Arueshalae, Alahazra, Jirelle, Meliski: 1d4 ⇒ 41d4 + 1 ⇒ (1) + 1 = 2 Meliski takes 2 combat damage; reveals spiny shield and reduces to 0
May discard cutlass to add d4
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Will reveal Evangelist to add 1
Keen Rapier +3 Combat Check DC 12: 1d10 + 2d4 + 8 + 1 ⇒ (7) + (2, 3) + 8 + 1 = 21 Monster automatically defeated
Swashbuckling trait allows reroll of 1 die if desired
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.
Ask Alahazra to recharge a divine card to examine the top card of a location (Corral )
Random Corral card: 1d2 ⇒ 2 Card 2: Giant Jellyfish
Will discard Besmara to explore
Explore: Dinosaur Corral Card 2: Giant Jellyfish
May discard cutlass to add d4
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Will reveal Evangelist to add 1;slashing adds d8
Keen Rapier +3 Combat Check DC 18/22: 1d10 + 2d4 + 8 + 1 + 1d8 ⇒ (8) + (1, 2) + 8 + 1 + (5) = 25 Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Will use Arueshalae's gift to add d4+2 to con
Will discard Evangelist to explore
Explore: Dinosaur Corral Card 1 (Shrouded Queen)
Will discard zon-kuthon to add 2 dice
Fortitude Check DC 12: 1d6 + 2 + 1d4 + 2 + 2d6 ⇒ (4) + 2 + (4) + 2 + (5, 2) = 19 Success
Meliski will reveal tome and use firesnake and recharge pyromaniac mage
Arcane Check DC 12: 1d10 + 4 + 1d4 + 1d6 + 1 ⇒ (5) + 4 + (2) + (1) + 1 = 13 Success
Tome adds d4; Arueshalae discards besmara to add 2 dice to first check and Alahazra discards a blessing to add a die to 2nd check
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Keen Rapier +3 Combat Check DC 18: 1d10 + 2d4 + 8 + 1d4 + 2d10 ⇒ (9) + (1, 4) + 8 + (3) + (1, 7) = 33 Swashbuckling trait allows reroll of 1 die if desired
will discard cutlass to add d4
Keen Rapier +3 Combat Check DC 18: 1d10 + 2d4 + 8 + 1d4 + 1d10 + 1d4 ⇒ (7) + (1, 4) + 8 + (2) + (3) + (2) = 27
SS
Villain 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 18
THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
The outsider queen is no more!
S&S Alahazra |
Forgot about Curse of the Flesheaters on my turn.
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
divine 16, blessed by Arueshalae's Blessing of the Archdevils, revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire: 2d12 + 1d4 + 6 ⇒ (4, 2) + (3) + 6 = 15
folio reroll on the 2: 1d12 ⇒ 1
spending a hero point to reroll it all: 2d12 + 1d4 + 6 ⇒ (8, 9) + (2) + 6 = 25
BR AAUGHWHY |
Completed Scenario 5-P2: Heaven's Call
Scenario Reward:
Choose a type of boon other than loot and draw a boon of that type whose adventure deck number is 5 from the game box. Adventure Card Guild characters may choose a bonus deck upgrade.
Each player unlocks the ability to play Ostog from the Barbarian Class Deck using the Monk Class Deck.
Development:
As the unholy monstrosity finally succumbs to its wounds, the ground ceases its unnatural bubbling. With the help of the Twenty-Four Masks, you perform a rite that banishes the rift. A breeze begins to blow, carrying away the oppressive stench.
“One unspeakable evil down, one to go!” says Tai Dan cheerfully. You wish you felt half as lively as he sounds. “Halfway there isn’t half bad.”
Chu Ye awaits, and with it the conclusion to your trials.
Tier Rewards:
Everyone Gains 1 XP and 1 Hero Point
Jirelle, Meliski, and Arueshalae: 6.1
Alahazra: 5.6
Acquired Cards:
Barefoot Samms Toppin (Ally B)
Ederleigh Baines (Ally 4)
Haneilius Fitch (Ally 3)
Heartbreak Hinsin (Ally B)
Barracuda Aiger (Ally 5)
Pierce Jerrell (Ally 3)
Rosie Cusswell (Ally 1)
Rotgut (Ally 2)
Blessing of Cayden Cailean (Blessing B)
Gloves of Dueling (Item 5)
Skeleton Anchor (Item 4)
Besmara's Bones (Item 2)
Find Traps (Spell B)
Skeleton Crew (Spell 3)
Wall of Fire (Spell 3)
Blasting Pistol +2 (Weapon 5)
Flaming Longbow +2 (Weapon 5)
4x Boon Type of your choice (AD 5)
Pretty good haul this time. Lots of 3s, 4s, and 5s. Remember you get 2 upgrades this scenario
BR AAUGHWHY |
Adventure 5-6: Clashing Tides
Chu Ye: the oni shogunate, and the bane of eastern Tian Xia. When you began your adventures so many months ago in the Hao Jin Tapestry, you’d heard of Tian Xia, but you would never have imagined you’d be leading a fleet of warships to invade it. And yet, with the delusional oni Akinaru threatening to unleash an unstoppable force of oni from their insubstantial purgatories, that’s exactly what you need to do. You’ve chased him across Tian Xia, built up a fleet of ships, and recruited an underwater fishfolk army from Xidao to assist you. Now it’s time to strike.
Akinaru is somewhere in Chu Ye, but you have no idea where. You gather your officers to run over the information you’ve gained from your fishfolk allies. The river border between Chu Ye and Wanshou to the south is a non-starter, as much of your fleet are seafaring vessels. Besides that, the river passes between the lands of Wanshou’s kraken overlord and the haunted Chuyokai forest that apparently even oni are hesitant to trespass. That leaves you one option, unpalatable though it may seem. You’ll have to sail into the Sapphire Sound, past Chu Ye’s capital of Jyito and a court of incredibly powerful oni you’d hoped to avoid. You never doubted Chu Ye’s navy would protect the sound, given their proximity to the aquatic threats of Xidao and Wanshou, and you confirmed your assumptions with the fishfolk.
Your main asset is the sea itself: while individual oni may be stronger than your crew, their brawn is minimalized in naval combat, and your underwater allies will serve as a secret weapon.
Since the element of surprise is essential to your success, you and your officers use magic to alter the weather. Nothing too suspicious, just a thick fog to mask your approach. You cloak your stealthiest fishfolk scout in invisibility magic and send her to assess Chu Ye’s forces and their positions. When she returns, she confirms your worst fears.
Whether because of Akinaru, or by routine, Chu Ye has blockaded the entrance to the Sapphire Sound—the Sapphire Strait—with an entrenched fleet. Small buildings on the coast support the naval blockade with supplies and an opportunity to dock and repair their ships. Worse yet, the Chu Ye forces include an aquatic contingent of their own, though not savvy enough to notice your invisible scout. Fortunately, there didn’t appear to be that many oni on Chu Ye’s ships, just mostly human and giant servants.
The longer you wait, the more likely Chu Ye’s navy will suspect that the weather is unnatural. You’ll just have to strike now and hope for the best. May all the gods of the sea smile upon your gambit!
Your ship is the Devil's Remains unless otherwise specified.
CONCLUDING THE ADVENTURE PATH:
Adventure 5-6E: Akinaru’s Last Chance is the standard conclusion to the Season of Tapestry’s Tides. Characters who have completed this adventure who wish to truly destroy Akinaru can continue to the optional scenario 5–6F: Dream Duel. That scenario is not required to earn the adventure or Adventure Path rewards.
BR AAUGHWHY |
Scenario 5-6A: Battle of the Sapphire Strait
Here goes nothing!
Using a powerful wave of water magic, the Roaring Dragon shoots like a cannonball through the fog towards the Chu Ye fleet. Your aquatic allies are already in position, hidden in bubbles of invisibility that conceal their movement through the water. When the time is right, your other ships will engage with siege weaponry. As the Roaring Dragon creaks and rattles, your crew clings tightly to the rails. You pray that you judged the time and distance correctly.
It turns out your scout made a small miscalculation; some of the giants and humans aboard the enemy vessels are oni in disguise! They reveal their true forms as you dart and weave along the enemy line, focusing on taking out the visible oni. Fortunately, while oni may overpower your sailors, most are no match for yourself. Still, if you timed this wrong...
You breathe a sigh of relief as the fog suddenly rolls away without a trace. The surprised Chu Ye fleet meets with an immediate barrage of catapults and ballistae, all well within optimal firing range and fully loaded, waiting for the fog to drop. At the same time, the disappearing fog signals your underwater allies to make themselves known. For one beautiful moment, you’re doing it; you’re cruising to a surprise victory against a force over twice your size that holds a strategic defensive position and has powerful oni backup.
And that’s when a beam of fire arcs out and destroys three of your ships in a line. You’re close enough to trace it back to its origin: an oni unlike any you have ever seen, far more powerful than your reports claim a fire yai oni to be.
“What foolish, unnecessary insects you are,” bellows a voice across the entire harbor. “You have come to Chu Ye bearing weapons rather than gifts. You will not leave us empty-handed.”
The only way to protect your fleet is to take her down!
At the start of your turn, you may summon and encounter the henchman Enemy Ship; if you do not defeat an Enemy Ship, your ship is dealt 1d4-1 structural damage and you are dealt 1d4-2 Fire damage.
Adventure Card Guild characters may choose a bonus deck upgrade.
---------------------------------
Story Banes:
None Villain 6
Type: Monster
Traits: Giant Outsider Fire
To Defeat: Combat 33
The Fire Yai Oni is immune to the Fire trait. When encountered, your ship is wrecked. Before you act, all characters at your location are dealt 1d4 Fire damage. If the check to defeat does not have the Acid or Cold trait, bury the top or bottom card of your deck.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.