S&S Alahazra |
Blessing of Erastil in effect.
random ship ignoring 12 and 19: 1d19 ⇒ 8 Devil's Pallor
survival 7 using Arueshalae's gift (CHA), revealing Binder's Tome: 1d12 + 2d4 + 8 ⇒ (6) + (1, 2) + 8 = 17
Discard Blessing of Pharasma. Plunder has to be Weapon.
cure targeting self: 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 ⇒ (12) + (2, 4) + 8 = 26 -> Cure recharged.
Alahazra resets their hand.
Hand: Reflecting Shield, Binder's Tome, Blessing of Norgorber, Blessing of Achaekek, Blessing of Abadar, Blessing of Sivanah (2), Blessing of the Gods, Volcanic Storm, Blessing of the Spellbound (2),
Displayed: Eagle Aerie,
Deck: 17 Discard: 0 Buried: 2
"Current Location: #1: Dagon's Jaws
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll: UsedEagle 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.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
Blessing of Achaekek: Discard this card to add 2 dice to any check to defeat a villain or henchman.
Blessing of Norgorber: Discard this card to add 2 dice to any check to acquire a boon.
Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
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): Divine Blaze, Ring of Rat Fangs, Blessing of the Spellbound (1), Magnetic Grimoire, Fire Snake, Blessing of the Gods (2), Aqueous Orb, Blessing of the Spellbound (3), Major Cure, Imp, Ice Chemist, Blessing of Isis, Cleric of Nethys, Blessing of Sivanah, Channel the Gift, Blessing of Pharasma
Recharged: 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.)
Jirelle 12789 |
Out of Turn Updates: Received Keen Rapier 2 back from Arueshalae. Arueshalae should have taken d4 poison damage from closing henchman; she resists 3 so likely a moot issue;
Random Roll: 1d4 - 3 ⇒ (2) - 3 = -1 No damage
Turn Order: Arueshalae, Alahazra, Jirelle, Meliski
Turn - Hour: 20 - Hourglass Card 2 Jirelle/Zalarian
Blessing of the Gods
SOT:
Encounter Enemy Ship
Which Ship?: 1d19 ⇒ 13 Ship is the Sanbalot
Ranged Combat Damage: 1d4 - 1 ⇒ (3) - 1 = 2 Reveal armor of skulls to reduce to 0
Survival Check DC 7: 1d8 + 5 ⇒ (4) + 5 = 9 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Will record ship as seized but stay on current ship
Random Plunder: 1d6 ⇒ 6 Will choose item
OR
Wisdom/Survival 7" "Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
" "This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand." Craft 6 At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
Give Card: None
Move: Fog Bank-> Dagon's Jaws #1
Will skip free explore and discard fencer to explore and add d4 with finesse
Our ship is wrecked
Fire Damage for Jirelle: 1d4 ⇒ 3 reveal armor for 2 and discard abadar blessing for last point
Fire Damage for Alahazra: 1d4 ⇒ 3 reveal shield for 2 and discard blessing of the gods (or possibly a different one)
Will use Arueshalae's gift to add d4+2
Will discard cutlass to add d4 and discard blessing of the mantis god to add 2dice; tome adds d4;ally used to explore adds d4;finally will ask Arueshalae to discard celestial crossbow to add d4+2
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Keen Rapier +3 Combat Check DC 33: 1d10 + 2d4 + 8 + 1d4 + 2 + 1d4 + 2d10 + 1d4 + 1d4 + 1d4 + 2 ⇒ (10) + (2, 1) + 8 + (2) + 2 + (1) + (8, 6) + (4) + (2) + (1) + 2 = 49 +1=50; Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
Since no acid or cold, will bury bottom card (reflecting buckler)
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.
Windjammers Ho!
BR AAUGHWHY |
Completed Scenario 5-6A: Battle of the Sapphire Strait
Scenario Reward:
Each character seizes a random ship and each character stashes a plunder card.
Jirelle's Reward: 1d19 + 1d6 ⇒ (8) + (4) = 12 Devil's Pallor and Item
Meliski's Reward: 1d19 + 1d6 ⇒ (13) + (6) = 19 Sanbalot and Choice
Aruey's Reward: 1d19 + 1d6 ⇒ (10) + (2) = 12 Deathknell and Spell
Alahazra's Reward: 1d19 + 1d6 ⇒ (16) + (1) = 17 Wavecrest and Weapon
Adventure Card Guild characters may choose a bonus deck upgrade.
Development:
After a naval battle fiercer than any you have experienced, the incredible fire yai is slain and Chu Ye’s forces are broken. You lost a fair number of your ships. Unfortunately, that includes the Roaring Dragon, which the oni spitefully incinerated when it was clear she had lost.
But Chu Ye’s blockade fared far worse, and the ships you captured easily make up for the losses. You question some of your captives and the slaves kept at the shoreside facilities. Through them, you hope to find out more about the situation in Chu Ye and if anyone has heard of a new oni named Akinaru.
Tier Rewards:
Everyone Gains 1 XP and 1 Hero Point
Jirelle, Meliski, and Arueshalae: 6.2
Alahazra: 6.1
Acquired Cards:
Heartbreak Hinsin (Ally B)
Slip (Ally 3)
Baby Triceratops (Ally 6)
Lady Cerise Bloodmourn (Ally 4)
Old Salt (Ally B)
Avimar Sorrinash (Ally 4)
Rotgut (Ally 2)
Pteranodon (Ally 4)
Arronax Endymion (Ally 5)
Haneilius Fitch (Ally 3)
Giffer Tibbs (Ally B)
Dindreann (Ally 3)
Flaming Buckler Gun (Armor 6)
Besmaran Vestments (Armor 3)
Reflecting Buckler (Armor 5)
Brine Dragonhide Breastplate (Armor 4)
Blessing of Norgorber (Blessing 5)
Blessing of the Gods (Blessing B)
Blessing of Achaekek (Blessing B)
Blessing of Kelizandri (Blessing 3)
Blessing of the Gods (Blessing B)
Blessing of Sivanah (Blessing B)
Blessing of Gozreh (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of Sivanah (Blessing B)
Blessing of Pharasma (Blessing B)
Ring of Rat Fangs (Item 4)
Ring of Regeneration (Item 5)
Pearl of Magic (Item 6)
Alchemical Glue (Item 1)
Potion of Healing (Item B)
Potion of the Ocean (Item 3)
Crystal of Healing Hands (Item 3)
Safe Harbor (Spell 2)
Rage (Spell 1)
Dimension Leap (Spell 3)
Shapechange (Spell 6)
Dimension Leap (Spell 3)
Seamantle (Spell 5)
Obscure (Spell 1)
Falchion +3 (Weapon 6)
Old Salt's Rapier +2 (Weapon 6)
Navigator Musket +1 (Weapon 3)
Rapier +2 (Weapon 4)
Invigorating Kukri +1 (Weapon 4)
Saltbox (Weapon 4)
Keen Rapier +3 (Weapon 5)
1 Plunder of Meliski's Choice
Gigantic haul with a good number of 6s and 5s! Really good that the reward includes a bonus upgrade!
BR AAUGHWHY |
Scenario 5-6B: Withering Heist
After your shockingly successful naval battle, the intelligence you’ve recovered is equally unexpected. The good news is several sources confirmed Akinaru’s location: Chu Ye’s Shogun Tsuneni was so impressed with Akinaru that he named your nemesis a daimyo of a northwestern province, granting him the ancient castle of Ushiojou. Ushiojou is nowhere near the capital of Jyito, so you won’t have to fight through the capital to reach Akinaru.
But reaching Ushiojou won’t be easy. The bulk of Chu Ye’s navy is probably on their way, and you’d have to somehow pass them all to reach Ushiojou by sea, all without your trusty Roaring Dragon. But based on what you’ve heard of the land here, you form a plan. You leave your most trusted lieutenants behind to visibly withdraw as soon as the navy arrives, and you head inland. A few days later, you take out your spyglass again. This time you spot it: the Withering Manse. Built atop one of Chu Ye’s tallest mountains, the manse is home to Kurida, an eccentric wind yai oni bard in possession of something that could help you reach your goal: an honest to goodness flying skiff ! While diving in an underwater crab was spectacular, you can’t wait to feel the wind in your face as you sail the skies.
And so, it’s time for a heist. The plan is relatively simple: Your most charismatic officer will pay a visit to Kurida disguised as a musician, then scout out the skiff ’s location. Meanwhile, the rest of you will launch an invisible strike, allowing one of your number to escape with the skiff as the rest guard the retreat.
As you get closer, you see flying shapes through your spyglass. Kurida has gathered a court of all sorts of aerial and airy creatures to play her music, from sirens to harpies, from air wysps to even a forlorn-looking djinn. Sharp-eyed fiendish soldiers watch from the shadows, watching for intruders and ensuring that none of the musicians try to flee.
This could get ugly.
At the end of each scenario, return these cards to the game box.
---------------------------------
Story Banes:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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 (#): 6
Turn: 0, Jirelle/Zalarian
Monsters
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 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
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 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
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Barriers
SS
Barrier 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 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 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 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 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
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 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 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, 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 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
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 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 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 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
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
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
SS
Item B
Traits:
Object
Magic
To Acquire:
Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
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 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 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.
Allies
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 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 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
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 B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: 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
Grimsnik's Meliski |
Lets go with Spell for the plunder choice
Jirelle 12789 |
Jirelle 5-6B: Withering Heist
Starting Location Eye of Serenity
Loot
5-1A - Will put Blessing of Abadar 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 Belt of Incredible Dexterity 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: Blessing of the Mantis God, Armor of Skulls, Old Salt, Belt of Physical Might#Classic, Jack the Monkey, Blessing of the Midnight Lord, w2Disrupting Rapier, Fortune-Teller, Blessing of Besmara,
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, Come What May, WaveCrest, Wanton Wastrel, Kraken, Filthy Lucre, Man's Promise, Merchantman, Sanbalot, Devil's Pallor
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.
Grimsnik's Meliski |
Swapping Blessing of the Gods for BOBesmara and Cook for Ederleigh Baines.
Drawing 2 extra cards.
Starting Location: Eye of Serenity
Hand: Pyromaniac Mage, Blessing of the Spellbound 1, Cloudburst, Fire Snake, Cure, Phoenix Cloak, Wand of Flying, spiny Shield,
Displayed:
Deck: 14 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 ( [X] 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.
S&S Alahazra |
Starting location Eye of Serenity. Will draw the extra 2 cards.
Hand: Blessing of Abadar, Channel the Gift, Eagle Aerie, Fire Snake, Binder's Tome, Cure, Blessing of Sivanah, Cleric of Nethys, Blessing of Isis, Volcanic Storm, Blessing of the Spellbound (2),
Displayed:
Deck: 11 Discard: 0 Buried: 0
"Current Location: Eye of Serenity
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll: UsedEagle 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.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
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.
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 (1), Imp, Major Cure, Blessing of Milani, Magnetic Grimoire, Blessing of the Spellbound (3), Wayfarer, Reflecting Shield, Ice Chemist, Aqueous Orb, Divine Blaze
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.)
Display Eagle Aerie.
ACG - Arueshalae |
Start with the others at Eye of Serenity.
"
Hand: Venomous Hand Crossbow +1, Blessing of Shax, Swiftshooter, Blessing of the Samurai 2, Mantis Mask, Starbow, Arueshalae's Gift,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 4/9
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).
[X] 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
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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 (#): 6
Turn: 1, Meliski/Grimsnik
Monsters
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 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
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:
Animal
Aquatic
To Defeat:
Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
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.
Barriers
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Barrier 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 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:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Weapons
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:
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 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:
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:
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 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 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard 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 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 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 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
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 B
Traits:
Object
Magic
To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
SS
Item 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 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.
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 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 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 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 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 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
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
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 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.
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: 29
Hourglass
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 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 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 Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 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 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.
Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
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
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
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
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
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.
Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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
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
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Monster 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 B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
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
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.
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.
Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
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
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 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
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
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Location #4: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
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.
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
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 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
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
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Monster 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 6
Traits:
Animal
Aquatic
To Defeat:
Combat 20
THEN Combat 20
THEN Combat 20
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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
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 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
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.
Location #6: 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: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, None
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
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS
Monster 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
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
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
SS
Item 3
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
SS
Blessing B
Traits:
Divine
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.
Grimsnik's Meliski |
The hour is of Achaekek.
Move Step: Meliski guides the ship to Windward Isle. Everyone can draw a card
Random Location: 1d6 ⇒ 6 They then head back to Eye of Serenity.
Explore: The ship hits some heavy fog. Wisdom 15: 2d10 + 4 + 1d4 + 2 + 1d4 ⇒ (6, 3) + 4 + (3) + 2 + (3) = 21 Fire Snake, gift, binder's tome and recharge BoSpellbound
Meliski takes to the air for some scouting. Wand of Flying- Top Card of Eye of Serenity: Sea Troll; Top Card of Lucrehold: Jagged Shoals; Third Card (next card at Eye of Serenity): Daughter of Imerta.
EOT- Recharge Fire Snake: 1d10 + 4 + 1d4 + 2 + 1d4 ⇒ (10) + 4 + (2) + 2 + (1) = 19
Recharge Wand of Flying: 1d10 + 4 + 1d4 + 2 + 1d4 ⇒ (5) + 4 + (2) + 2 + (1) = 14
Hand: Pyromaniac Mage, Cloudburst, Cure, Phoenix Cloak, Spiny Shield, Gem of Mental Acuity,
Displayed:
Deck: 16 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 ( [X] 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)
Plunder: Ally, Spell
Additional Info 1: Your ship is the Devil's Remains
Additional Info 2: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Location #1: Ruined Amphitheater 1-10 remain
Location #2: Theater of Corruption 1-10 remain
Location #3: Windward Isle 1-10 remain
Location #4: Shrine to Norgorber 1-10 remain //
Location #5: Lucrehold 1-10 remain // 1=Jagged Shoals
Everyone - Location #6: Eye of Serenity 2-10 remain // 2= Sea Troll; 3= Daughter of Imerta
[b][/b] //
S&S Alahazra |
Alahazra draws a card due to moving to Windward Isle: Wayfarer
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
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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 (#): 6
Turn: 2, Arueshalae/cartmanbeck
Monsters
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 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
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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.
Barriers
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 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 B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Barrier 3
Traits:
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.
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 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
SS
Weapon B
Traits:
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 6
Traits:
Sword
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spells
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 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 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 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 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 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
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.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
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 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 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 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.
Allies
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 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
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 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 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
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.
Current Hour:
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 28
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 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 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 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 Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 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 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.
Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
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
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
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
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
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.
Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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
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
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Monster 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 B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
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
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.
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.
Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
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
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 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
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
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Location #4: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
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.
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
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 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
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
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Monster 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 6
Traits:
Animal
Aquatic
To Defeat:
Combat 20
THEN Combat 20
THEN Combat 20
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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
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 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
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.
Location #6: 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: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, None
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS
Monster 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
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
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
SS
Item 3
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
SS
Blessing B
Traits:
Divine
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.
ACG - Arueshalae |
Aruey can't make the Wisdom check, so she'll start the turn by putting her Gift on Alahazra, moving to Windward Isle to draw a card, and then moving randomly.
random location: 1d6 ⇒ 3 Stay at Windward Isle
random recharged card: 1d7 ⇒ 6 Starbow recharges.
Exploring Windward Isle to find Flaming Longbow +2. Will use one of my blessings.
Ranged 13: 1d8 + 6 + 1d8 ⇒ (3) + 6 + (6) = 15 Acquired!
Recharge Nightwalker Isra to examine, it's a Flaming Musket, so I don't get to encounter it.
Swiftshooter to draw a card and explore the Musket. Using BoSamurai which recharges.
Ranged 13: 1d8 + 6 + 1d8 ⇒ (2) + 6 + (1) = 9 Boo. I have a lot of hero points though, so i'll use one.
reroll: 1d8 + 6 + 1d8 ⇒ (5) + 6 + (5) = 16 Acquired.
Blessing of Erastil for one more exploration. Henchman! Using the Longbow. Requesting a blessing from Alahazra.
Combat 19: 1d8 + 6 + 1d6 + 2 + 1 + 1d8 ⇒ (6) + 6 + (5) + 2 + 1 + (5) = 25 Defeated.
Closing is *ugh* Wisdom. I have nothing to add, so requesting another blessing, this time from Jirelle.
Wisdom 7: 1d4 + 1d4 ⇒ (2) + (3) = 5 Nope. I'll use my reroll on the 2.
reroll: 1d4 + 3 ⇒ (3) + 3 = 6 Still nope.
"
Hand: Venomous Hand Crossbow +1, Flaming Longbow +2, Archcountess, Flaming Musket +2, Mantis Mask, Blessing of Hshurha, Arueshalae's Gift,
Displayed:
Deck: 14 Discard: 3 Buried: 0
Hero Points: 3/9
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).
[X] 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
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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 (#): 6
Turn: 3, Alahazra/Bigguyinblack
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 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
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 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Barriers
SS
Barrier 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 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 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
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 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
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 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
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
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.
Spells
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 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 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 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 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.
Armors
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 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 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 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 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Items
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 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 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
SS
Item 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 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 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 3
Traits:
Human
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:
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:
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 1
Traits:
Human
Cleric
Pirate
To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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: 27
Hourglass
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 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 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.
Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
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
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
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
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
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.
Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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
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
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Monster 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 B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
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
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.
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.
Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
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
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 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
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
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Location #4: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
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.
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
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 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
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
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Monster 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 6
Traits:
Animal
Aquatic
To Defeat:
Combat 20
THEN Combat 20
THEN Combat 20
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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
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 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
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.
Location #6: 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: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, None
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS
Monster 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
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
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
SS
Item 3
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
SS
Blessing B
Traits:
Divine
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.
Jirelle 12789 |
Draw a card from Meliski's turn (Dandy Brute) and draw a card from Arueshala's turn (Aiger's Kiss)
Grimsnik's Meliski |
Samisen of Oracular Vision drawn on Arueshala's Turn
S&S Alahazra |
Draw a card from Arueshalae's move: Imp. Cast Channel the Gift for Aqueous Orb. Display Imp to draw 2 cards: Ice Chemist, Magnetic Grimoire. Discard Blessing of the Spellbound (2) on Arueshalae's check vs henchman. End of turn Imp is discarded. End of turn recharge Wayfarer to Eagle Aerie to move everyone to Theater of Corruption.
Divine 14 to recover Channel the Gift revealing Binder's Tome, aided by Arueshalae's Gift [CHA: 1d12 + 2d4 + 8 ⇒ (1) + (1, 3) + 8 = 13 Discarded.
Blessing of Sivanah in effect.
Move everyone to Windward Isle. Everyone may draw a card. Alahazra draws: Divine Blaze.
After move wisdom 9 check revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire: 1d8 + 1d4 ⇒ (1) + (3) = 4
Move to random location: 1d6 ⇒ 6 Eye of Serenity
Recharge random card: Blessing of Isis.
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
combat 20 casting Volcanic Storm, revealing Magnetic Grimoire, aided by Arueshalae's Gift (CHA): 1d12 + 3d6 + 2d4 + 1d8 + 10 ⇒ (10) + (6, 4, 1) + (4, 4) + (7) + 10 = 46
Recharge Divine Blaze to examine the top 2 cards at Shrine to Norgorber: 1. Spellsword +2, 2. Blessing of Asmodeus. Encounter both.
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.
divine 11 revealing Binder's Tome, aided by Arueshalae's Gift (CHA): 1d12 + 2d4 + 8 ⇒ (11) + (2, 4) + 8 = 25
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.
Divine 5 auto acquire. Recharge Spellsword +2 to recharge Channel the Gift from my discard pile.
Recharge Blessing of Asmodeus to examine Shrine to Norgorber card 3. Jellyfish Swarm and card 4. Gargoyle Sniper. Recharge Blessing of Abadar to examine Theater of Corruption card 1. Protect and 2. Besmaran Priest. Encounter both.
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.
Divine 6 auto acquire.
SS
Ally B
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Charisma 6 auto acquire aided by Arueshalae's Gift (CHA). Recharge Protect to examine Theater of Corruption card 3. Daughter of Imerta and 4. Lady Cerise Bloodmourn. Encounter Lady Cerise Bloodmourn.
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
knowledge 8 revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire: 1d6 + 1d4 + 2 ⇒ (1) + (2) + 2 = 5
Banished. Recharge Cure to examine Ruined Amphitheater card 1. Speed and 2. Pirate Sniper. Encounter Speed.
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.[/ooc]
Divine 6 auto acquire. Recharge Speed to examine Windward Isle card 1. Sea Troll and 2. Helpful Haversack. Encounter Helpful Haversack.
[spoiler=Windward Isle Card 2: Helpful Haversack]
SS
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Intelligence 6 revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire: 1d6 + 1d4 ⇒ (1) + (2) = 3
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Volcanic Storm: Divine 13: 1d12 + 2d4 + 8 ⇒ (9) + (3, 2) + 8 = 22 -> Volcanic Storm recharged.
Alahazra resets their hand.
Hand: Aqueous Orb, Fire Snake, Binder's Tome, Magnetic Grimoire, Cleric of Nethys, Besmaran Priest, Ice Chemist, Blessing of Sivanah, Blessing of the Spellbound (3),
Displayed: Eagle Aerie,
Deck: 15 Discard: 2 Buried: 0
"Current Location: Eye of Serenity
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll: UsedEagle 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.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
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): Major Cure, Blessing of the Spellbound (1), Reflecting Shield, Blessing of Milani
Recharged: Wayfarer, Blessing of Isis, Divine Blaze, Spellsword +2, Channel the Gift, Blessing of Asmodeus, Blessing of Abadar, Protect, Cure, Speed, Volcanic Storm,
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.)
Ruined Amphitheater card 1 acquired. Card 2 is Pirate Sniper.
Theater of Corruption cards 1 and 2 acquired. Card 4 banished. Card 3 is Daughter of Imerta.
Windward Isle card 2 is banished. Card 1 is Sea Troll.
Shrine to Norgorber cards 1 and 2 acquired. 3 is Jellyfish Swarm and 4 is Gargoyle Sniper.
Eye of Serenity card 1 banished.
We briefly moved to Windward Isle so everyone may draw a card.
Jirelle 12789 |
Out of Turn Updates: Discarded a blessing for Arueshalae's turn (Besmara). Draw a card from Alahazra's turn (Diviner's Blight)
Turn Order: Arueshalae, Alahazra, Jirelle, Meliski
Turn - Hour: 4 - Hourglass Card 1 Jirelle/Zalarian Blessing of Abadar
SOT: None
Give Card: None
Move: Eye of Serenity -> Windward Isle bringing Alahazra and Meliski..I choose not to draw a card..other 2 may choose to do so
Will reveal fortune-teller and choose bane
Encounter: Windward Isle Card 1: Sea Troll
May discard Aiger's Kiss to add d6
If the monster is undead or pirate, 1d4 is added; If the monster is an outsider add 1d6+2; Add 2 if blessing used (5 if Norgorber)
Arueshalae will discard flaming longbow to add fire and d4+1; tome adds 1d4; fire adds d8; freely reveal belt for 2
Aiger's Kiss Combat Check DC 20: 1d10 + 1d6 + 7 + 1d4 + 1 + 1d4 + 1d8 + 2 ⇒ (8) + (4) + 7 + (2) + 1 + (3) + (4) + 2 = 31 Monster defeated
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
recharge Old Salt to add 6
Wisdom Check DC 9 or move randomly and recharge random card: 1d8 + 2 + 6 ⇒ (6) + 2 + 6 = 14 Auto Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Location Powers: If you move here, you may draw a card.
Explore: Windward Isle Card 3: Treasure Hunt
Will add Gift to Alahazra's Int for check, will also reveal ice chemist and grimoire
Alahazra Knowledge Check DC 7+6=13: 1d6 + 2 + 1d4 + 2 + 1d4 ⇒ (1) + 2 + (4) + 2 + (3) = 12 Not Quite..ask Meliski to recharge a card
Knowledge Check DC 7+6=13: 1d6 + 2 + 3 + 2 + 4 ⇒ (2) + 2 + 3 + 2 + 4 = 13 Sucess - find Bottled Lightning
Arueshalae Knowledge Check DC 7+6=13: 1d12 + 1 ⇒ (10) + 1 = 11 No Success
Intelligence Check DC 7+6=13: 1d4 + 0 ⇒ (3) + 0 = 3 No Success
No chance for Meliski without a lot of assistance
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
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.
Will discard Monkey to explore
Explore: Windward Isle Card 4: Ambush
reveal belt for 2
Acrobatics Check DC 9+6=15: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7 Not Quite
Acrobatics Check DC 9+6=15: 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10 No Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
Encounter: Windward Isle Card 6: Sea Drake
Acrobatics Check DC 6 with belt: 1d10 + 4 + 2 - 1 ⇒ (3) + 4 + 2 - 1 = 8 Auto Success; reveal armor of skulls
Alahazra with chemist/grimoire Dexterity Check DC 6: 1d4 + 1d4 ⇒ (3) + (4) = 7 Success take 1 electricity damage; discard bottled lightning
Dexterity Check DC 6 and damage: 1d6 + 0 ⇒ (1) + 0 = 11d4 ⇒ 4 Meliski takes 4 electricity damage
May discard Aiger's Kiss to add d6
If the monster is undead or pirate, 1d4 is added; If the monster is an outsider add 1d6+2; Add 2 if blessing used (5 if Norgorber)
reveal belt for 2
Aiger's Kiss Combat Check DC 14 Ambushed: 1d10 + 1d6 + 7 + 2 - 2 ⇒ (3) + (5) + 7 + 2 - 2 = 15 Monster defeated
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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 Dandy Brute to explore again
Random card 5 or 7: 1d2 ⇒ 1 Windward Isle Card 5:
Coral Capuchin
Will choose to banish
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.
Jirelle ends her turn recharging Diviner's blight armor and uses move power to move everyone back with Arueshalae at Eye of Serenity
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w2Disrupting Rapier, l2Aiger's Kiss, Armor of Skulls, Belt of Physical Might#Classic, Fortune-Teller, Blessing of the Mantis God, Blessing of the Midnight Lord,
Displayed:
Deck: 12 Discard: 3 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: Old Salt, 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, Come What May, WaveCrest, Wanton Wastrel, Kraken, Filthy Lucre, Man's Promise, Merchantman, Sanbalot, Devil's Pallor
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 (3)
Notes for Arueshalae: flaming longbow discarded for Jirelle
Notes for Meliski: May draw a card, recharged a card for Alahazra on Jirelle's turn, took 4 lightning damage
Notes for Alahazra: May draw a card; acquired bottled lightning; takes 1 electricty damage (assume bottled lightning)
Plunder: Ally, Spell
Additional Info 1: Your ship is the Devil's Remains
Additional Info 2: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Location #1: Ruined Amphitheater 2-10 remain // 2=Pirate Sniper
Location #2: Theater of Corruption 3,5-10 remain // 3=Daughter of Imerta
Location #3: Windward Isle 7 remain
Location #4: Shrine to Norgorber 3-10 remain // 3=Jellyfish Swarm, 4=Gargoyle Sniper
Location #5: Lucrehold 1-10 remain // 1=Jagged Shoals
Everyone - Location #6: Eye of Serenity 2-9 remain // 2= Daughter of Imerta
[b][/b] //
Grimsnik's Meliski |
Drew Holy Feast when moved to Windward Isle. Recharge Cure for Alahazra re-roll. Discard Pyromaniac Mage, Phoenix Cloak, Spiny Shield and Gem of Mental Acuity for drake
The hour is of Milani.
Meliski prepares a feast before heading back to Windward Isle. Playing Holy Feast. Everyone heal 3 cards
Move to Location: 1d5 ⇒ 3 Windward Isle- recharge: 1d3 ⇒ 3 Samisen of Oracular Vision
Meliski thinks he spots something on the beach. Pausing for discussion about
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
S&S Alahazra |
During Jirelle's turn draw a card due to moving to Windward Isle: Major Cure. Gain Bottled Lightning from Treasure Hunt. Draw a card during Meliski's turn due to move: Blessing of the Spellbound (1). Heal 2 cards from Holy Feast.
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
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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 (#): 6
Turn: 5, Meliski/Grimsnik
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 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
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 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 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 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 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 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 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
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 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 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 B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spells
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 1
Traits:
Magic
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
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
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 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Armors
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 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
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.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
SS
Item B
Traits:
Object
Magic
To Acquire:
Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
SS
Item 1
Traits:
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 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
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 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.
Allies
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
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.
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
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.
Blessings
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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: 25
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 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 Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 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 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.
Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
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
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
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
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
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.
Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Monster 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 B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
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
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.
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.
Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, None
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Location #4: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
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
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Monster 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 6
Traits:
Animal
Aquatic
To Defeat:
Combat 20
THEN Combat 20
THEN Combat 20
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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
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 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
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.
Location #6: 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: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS
Monster 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
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
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
SS
Item 3
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
SS
Blessing B
Traits:
Divine
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.
Grimsnik's Meliski |
Meliski looks but is unable to find anything.
Wisdom 7: 1d6 + 1d4 + 2 ⇒ (2) + (3) + 2 = 7 Windward Isle closed
Hand: Ederleigh Baines, Cloudburst, Blessing of the Spellbound 1, Blessing of Abadar, Blessing of Besmara, Blessing of Pharasma,
Displayed:
Deck: 14 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 ( [X] 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.
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (3)
Notes for Arueshalae: flaming longbow discarded for Jirelle
Notes for Meliski: May draw a card, recharged a card for Alahazra on Jirelle's turn, took 4 lightning damage
Notes for Alahazra: May draw a card; acquired bottled lightning; takes 1 electricty damage (assume bottled lightning)
Plunder: Ally, Spell
Additional Info 1: Your ship is the Devil's Remains
Additional Info 2: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Location #1: Ruined Amphitheater 2-10 remain // 2=Pirate Sniper
Location #2: Theater of Corruption 3,5-10 remain // 3=Daughter of Imerta
Everyone - Location #3: Windward Isle CLOSED
Location #4: Shrine to Norgorber 3-10 remain // 3=Jellyfish Swarm, 4=Gargoyle Sniper
Location #5: Lucrehold 1-10 remain // 1=Jagged Shoals
Location #6: Eye of Serenity 2-9 remain // 2= Daughter of Imerta
[b][/b] //
ACG - Arueshalae |
Aruey will head to the Shrine of Norgorber (she's not good against the Daughter of Imerta). But then she moves to random location: 1d5 ⇒ 3 still the Shrine of Norgorber and explores to find the Jellyfish Swarm. Burying my flaming musket on it.
Combat 16/20: 1d8 + 6 + 1d10 + 2 + 1d8 + 1 + 2d8 ⇒ (4) + 6 + (1) + 2 + (4) + 1 + (5, 6) = 29 Defeated.
Archcountess to explore again. Fail the BA Perception check.
Ranged damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard my Mantis Mask.
Using the Venomous Crossbow and recharging the Flaming Longbow.
Combat 18: 1d8 + 6 + 1d6 + 1 + 1d8 + 1 ⇒ (3) + 6 + (6) + 1 + (3) + 1 = 20 Defeated.
BoHshurha to explore once more. Ooh, the villain! I will evade it! Villain is in the Shrine to Norgorborborbor.
"
Hand: Venomous Hand Crossbow +1, Searing Arrows, Wayfarer, Bombardier Bow, Mantis Mask, Celestial Crossbow +3, Arueshalae's Gift,
Displayed: Flaming Musket +2,
Deck: 11 Discard: 5 Buried: 0
Hero Points: 3/9
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).
[X] 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 |
Assuming Arueshalae recharged a card to Eagle Aerie at end of turn to move everyone to Eye of Serenity.
Blessing of Asmodeus in effect.
Passing Besmaran Priest to Jirelle.
Everyone moves to Shrine to Norgorber.
wisdom 9 casting Fire Snake, revealing Binder's Tome, aided by Arueshalae's Gift (CHA): 1d12 + 2d4 + 8 ⇒ (3) + (2, 2) + 8 = 15
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.
combat 16 displaying Aqueous Orb, revealing Binder's Tome, aided by Arueshalae's Gift (CHA): 1d12 + 1d6 + 2d4 + 10 ⇒ (6) + (4) + (3, 3) + 10 = 26
Defeated by more then 4. Discard Blessing of the Spellbound (1) to explore.
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
BYA Perception 12 revealing Binder's Tome, aided by Arueshalae's Gift (CHA): 1d12 + 2d4 + 8 ⇒ (6) + (3, 4) + 8 = 21
combat 18 using Aqueous Orb, revealing Binder's Tome, aided by Arueshalae's Gift (CHA): 1d12 + 1d6 + 2d4 + 10 ⇒ (3) + (5) + (4, 1) + 10 = 23
Discard Cleric of Nethys to examine Shrine to Norgorber card 3. Kurida and card 4. Pirate Bomber. Leave Kurida on top and explore.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
BYA electricity dmg: 1d4 ⇒ 4 Discard Magnetic Grimoire, Ice Chemist, Blessing of Sivanah, Blessing of the Spellbound (3). Discard a random card: Major Cure.
Meliski discards Blessing of Pharasma.
combat 31 sending Aqueous Orb to recovery, revealing Binder's Tome, Meliski discards BoPharasma, aided by Arueshalae's Gift (CHA): 3d12 + 2d6 + 2d4 + 10 ⇒ (5, 11, 12) + (2, 3) + (2, 3) + 10 = 48
Bury top card of my deck: Reflecting Shield.
add random items to location on close: 1d6 ⇒ 2
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Fire Snake: Divine 8: 1d12 + 2d4 + 8 ⇒ (1) + (4, 3) + 8 = 16 -> Fire Snake recharged.
Aqueous Orb: Divine 11: 1d12 + 2d4 + 8 ⇒ (3) + (2, 4) + 8 = 17 -> Aqueous Orb recharged.
Alahazra resets their hand.
Hand: Bottled Lightning, Cure, Speed, Binder's Tome, Imp, Blessing of the Spellbound (2), Divine Blaze, Channel the Gift, Blessing of Asmodeus,
Displayed: Eagle Aerie,
Deck: 9 Discard: 7 Buried: 1
"Current Location: Shrine to Norgorber
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll: UsedEagle 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.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
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): Wayfarer, Blessing of Isis, Volcanic Storm, Blessing of Abadar, Blessing of Milani, Protect, Spellsword +2
Recharged: Fire Snake, Aqueous Orb,
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.)
Shrine to Norgorber closed and Kurida escapes.
Arueshalae recharged a card to Eagle Aerie at end of turn to move everyone to Eye of Serenity.
Passed Besmaran Priest to Jirelle.
Kurida BYA "When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card."
Meliski discarded Blessing of Pharasma.
2 items shuffled into Shrine to Norgorber.
BR AAUGHWHY |
We're gonna redo Alahazra's turn since there's enough cards left in the Shrine to Norgorber that the order would probably be significantly different after the evade. (Unless I'm missing something like I did with Becalmed)
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
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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 (#): 6
Turn: 7, Alahazra/Bigguyinblack
Monsters
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS
Monster B
Traits:
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 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 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 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Barriers
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Barrier B
Traits:
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:
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 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
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
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:
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 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.
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 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 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 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 B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Armors
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.
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
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 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
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 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:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
SS
Item B
Traits:
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 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.
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 1
Traits:
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
Human
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 B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 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
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 23
Hourglass
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 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 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.
Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
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
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
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
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
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.
Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Monster 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 B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
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
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.
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.
Location #3: Windward Isle
Closed
At This Location: If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Shrine to Norgorber
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Kurida (Villain)
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
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Monster 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 6
Traits:
Animal
Aquatic
To Defeat:
Combat 20
THEN Combat 20
THEN Combat 20
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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
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
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 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
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.
Location #6: 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: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS
Monster 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
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
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
SS
Item 3
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
SS
Blessing B
Traits:
Divine
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.
S&S Alahazra |
Continued from after move step.
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.
Auto acquire. Recharge Blessing of Gozreh to examine Shrine to Norgorber card 2: Blessing of the Gods. Auto acquire. Recharge Blessing of the Spellbound (1) to examine Shrine to Norgorber card 3: Venomous Pike +2. Banished sadly. Recharge Blessing of the Gods to examine Shrine to Norgorber card 4: Pirate Bomber. Discard Cleric of Nethys to examine card 4 and card 5: Kurida. Place Kurida on top and explore.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
BYA electricity dmg: 1d4 ⇒ 4 Discard Ice Chemist, Magnetic Grimoire, Blessing of Sivanah, Blessing of the Spellbound (3) and a random card: Major Cure.
Meliski discard BoPharasma.
combat 31 displaying Aqueous Orb then sending it to recovery, revealing Binder's Tome, double blessed by Meliski's BoPharasma, aided by Arueshalae's Gift (CHA): 3d12 + 3d6 + 2d4 + 10 ⇒ (8, 7, 7) + (1, 5, 6) + (1, 2) + 10 = 47
Bury top card of deck: Speed.
random items shuffled in on close: 1d6 ⇒ 2
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Fire Snake: Divine 8: 1d12 + 2d4 + 8 ⇒ (12) + (2, 4) + 8 = 26 -> Fire Snake recharged.
Aqueous Orb: Divine 11: 1d12 + 2d4 + 8 ⇒ (4) + (2, 3) + 8 = 17 -> Aqueous Orb recharged.
Alahazra resets their hand.
Hand: Blessing of Isis, Spellsword +2, Binder's Tome, Protect, Volcanic Storm, Wayfarer, Reflecting Shield, Cure, Bottled Lightning,
Displayed: Eagle Aerie,
Deck: 12 Discard: 6 Buried: 1
"Current Location: Shrine to Norgorber
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll: UsedEagle 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.
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.
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): Imp, Blessing of Asmodeus, Blessing of Milani, Divine Blaze, Channel the Gift, Blessing of Abadar, Blessing of the Spellbound (2)
Recharged: Blessing of Gozreh, Blessing of the Spellbound (1), Blessing of the Gods, Fire Snake, Aqueous Orb,
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.)
Shrine to Norgorber cards 1 and 2 acquired.
Shrine to Norgorber closed and Kurida escapes.
Arueshalae recharged a card to Eagle Aerie at end of turn to move everyone to Eye of Serenity.
Passed Besmaran Priest to Jirelle.
[/b]Kurida BYA "When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card."[/b]
Meliski discarded Blessing of Pharasma.
2 items shuffled into Shrine to Norgorber.
At the start of Jirelle's turn recharge Spellsword +2 to recharge my only spell in discard: Major Cure.
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
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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 (#): 6
Turn: 8, Jirelle/Zalarian
Monsters
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
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 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 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 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Barriers
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
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 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 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 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 6
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
If a monster has a power that increases the difficulty of a combat check, ignore that power.
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 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
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 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.
Spells
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 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
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 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
Armors
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 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 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 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
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
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 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 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 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.
Allies
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 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 3
Traits:
Human
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 B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Blessings
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 22
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 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 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.
Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Pirate Sniper
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
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
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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
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
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
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Daughter of Imerta
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.
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
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
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
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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.
Location #3: Windward Isle
Closed
At This Location: If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Shrine to Norgorber
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Kurida (Villain)
Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Jagged Shoals
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
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:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
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
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
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
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
Monster 6
Traits:
Animal
Aquatic
To Defeat:
Combat 20
THEN Combat 20
THEN Combat 20
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
Location #6: 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: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Daughter of Imerta
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
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
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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.
Jirelle 12789 |
Out of Turn Updates: healed for 3 from holy feast during Meliski's turn; drew card during Meliski's turn(Dreamstalker), received Besmaran priest from Alahazra..DC 13 dex/acrobatics or discard random card..need to know where everyone is at so processing now:
Acrobatics Check DC 13 with belt: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8 not quite
Acrobatics Check DC 13 with belt: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16 Success - remain at shrine
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Arueshalae had to recharge a card eot and it looks like only card in hand was hand crossbow; drawing bucaneer breastplate.
Arueshalae and Meliski can't make check without assistance. Arueshalae discarded random card (bombardier bow)
Meliski's random card/Arueshalae loc/Meliski Loc: 1d5 ⇒ 11d6 ⇒ 61d6 ⇒ 4 Ederleigh baines is discarded from Meliski's hand; Arueshalae is moved to Eye of Serenity; Meliski stayed at Shrine to Norgorber
Turn Order: Arueshalae, Alahazra, Jirelle, Meliski
Turn - Hour: 8 - Blessing of Abadar
SOT: None
Give Card: None
Move: Shrine of Norgorber -> Lucrehold
Will choose boon for fortune-teller
Encounter: Lucrehold Card 1: Crystal of Healing Hands
Will use Arueshalae's gift to add d4+2
Wisdom Check DC 8 with gift: 1d8 + 2 + 1d4 + 2 ⇒ (8) + 2 + (4) + 2 = 16 Success
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
Wisdom Check DC 9 or move randomly and recharge random card: 1d8 + 2 + 1d4 + 2 ⇒ (4) + 2 + (3) + 2 = 11 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Explore: Lucrehold Card 2: Hull Damage
Binder's tome adds to check
Craft Check DC 6+6=12: 1d8 + 4 + 1d4 ⇒ (2) + 4 + (2) = 8 Not Quite
Craft Check DC 6+6=12 spending hero point: 1d8 + 4 + 1d4 ⇒ (7) + 4 + (1) = 12 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
Will discard dreamstalker to examine Theater of Corruption Card 1:
Sword Cane Pistol +2, move it to lucrehold and encounter
Craft Check DC 10 with tome: 1d8 + 4 + 1d4 ⇒ (5) + 4 + (4) = 13 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
Will discard blessing of the mantis god to explore
Explore: Lucrehold Card 3: Jagged Shoals
Survival Check DC 11 with gift: 1d8 + 5 + 1d4 + 2 ⇒ (1) + 5 + (1) + 2 = 9 Not quite
Survival Check DC 11 with gift and Swashbuckling: 1d8 + 5 + 1 + 2 ⇒ (1) + 5 + 1 + 2 = 9 Still not quite
Survival Check DC 11 with gift and Paizo reroll: 1d8 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
will discard blessing of the midnight lord to explore
Explore: Lucrehold Card 4: Falcata +1
Strength Check DC 10: 1d6 + 0 ⇒ (6) + 0 = 6 No Success
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.
Will bury a swashbuckling card (disrupting rapier) to recharge some cards
Random Cards Recharged: 1d4 ⇒ 1 cards recharged
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Jirelle ends her turn and moves everyone to meet up with Arueshalae at Eye of Serenity
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: l2Aiger's Kiss, Armor of Skulls, Belt of Physical Might#Classic, Fortune-Teller, Sword Cane Pistol +2, Crystal of Healing Hands, Besmaran Priest,
Displayed:
Deck: 15 Discard: 2 Buried: 1
Hero Points: 7
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight
Recharged: Blessing of the Midnight Lord,
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, Come What May, WaveCrest, Wanton Wastrel, Kraken, Filthy Lucre, Man's Promise, Merchantman, Sanbalot, Devil's Pallor
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 (8)
Notes for Arueshalae: updated deck on Jirelle's turn
Notes for Meliski: discard blessing of pharasma and Ederleigh Baines
Notes for Jirelle: hero point spent; reroll used
Plunder: Ally, Spell
Additional Info 1: Your ship is the Devil's Remains
Additional Info 2: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Location #1: Ruined Amphitheater 1-10 remain // ?=Pirate Sniper
Location #2: Theater of Corruption 2-8 remain // ?=Daughter of Imerta
Location #3: Windward Isle CLOSED //
Location #4: Shrine to Norgorber CLOSED //
Location #5: Lucrehold 5-11 remain
Everyone - Location #6: Eye of Serenity 1-9 remain // ?= Daughter of Imerta
Grimsnik's Meliski |
Discard BoP and Baines
The hour is of the Gods.
Random Open Location: 1d4 ⇒ 1Recharge: 1d4 ⇒ 4BoBes
Meliski takes everyone to the Ruined Amphitheater.
He finds a nice suit of Shark Skin Armor before heading back with everyone to Eye of Serenity.Con 7: 1d6 + 1 + 1d4 + 2 ⇒ (4) + 1 + (3) + 2 = 10 Recharge Shark Skin Armor to use Eagle Aerie
Hand: Blessing of Gozreh, Cloudburst, Blessing of the Spellbound 1, Blessing of Abadar, Holy Javelin, Ice Chemist,
Displayed:
Deck: 12 Discard: 5 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 ( [X] 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 (8)
Notes for Arueshalae: updated deck on Jirelle's turn
Notes for Jirelle: hero point spent; reroll used
Plunder: Ally, Spell
Additional Info 1: Your ship is the Devil's Remains
Additional Info 2: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Location #1: Ruined Amphitheater 2-10 remain // ?=Pirate Sniper
Location #2: Theater of Corruption 2-8 remain // ?=Daughter of Imerta
Location #3: Windward Isle CLOSED //
Location #4: Shrine to Norgorber CLOSED //
Location #5: Lucrehold 5-11 remain
Everyone - Location #6: Eye of Serenity 1-9 remain // ?= Daughter of Imerta
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
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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 (#): 6
Turn: 10, 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 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
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 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 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
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 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Weapons
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
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 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 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 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spells
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 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 1
Traits:
Magic
Arcane
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 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 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and choose a character to play a spell from his discard pile.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Armors
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 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
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 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 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
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 B
Traits:
Object
Magic
To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
SS
Item 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 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
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 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:
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 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
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 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 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 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Current Hour:
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 20
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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 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 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.
Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Pirate Sniper
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
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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
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
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
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Daughter of Imerta
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
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
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
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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.
Location #3: Windward Isle
Closed
At This Location: If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Shrine to Norgorber
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 #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here:
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
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
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
Monster 6
Traits:
Animal
Aquatic
To Defeat:
Combat 20
THEN Combat 20
THEN Combat 20
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
Location #6: 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: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Daughter of Imerta
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
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
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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.
ACG - Arueshalae |
Requesting Cure from Alahazra. heals: 1d4 + 1 ⇒ (3) + 1 = 4
Start of my turn, display Searing Arrows.
Can't make the Wisdom check, so I move to random: 1d4 ⇒ 2 Lucrehold.
Explore to find a Werecroc. Using my blessing.
Combat 18: 1d8 + 6 + 1d8 + 3 + 1d8 ⇒ (5) + 6 + (1) + 3 + (4) = 19 Defeated.
Wayfarer to explore again. Benevolent Buckler.
Constitution 5: 1d6 + 2d6 ⇒ (1) + (1, 3) = 5 Ha! Barely.
End of turn, using Eagle Aerie to move back.
"
Hand: Nightwalker Isra, Benevolent Buckler, Flaming Longbow +2, Bombardier Bow, Blessing of the Samurai 2, Celestial Crossbow +3, Arueshalae's Gift,
Displayed: Searing Arrows,
Deck: 11 Discard: 5 Buried: 1
Hero Points: 3/9
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).
[X] 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 |
divine 8 to recover cure using Arueshalae's Gift (CHA), revealing Binder's Tome: 1d12 + 2d4 + 8 ⇒ (7) + (1, 2) + 8 = 18
Going to assume Arueshalae used Eagle Aerie at the end of her turn to move us to Eye of Serenity.
Blessing of the Gods in effect.
Alahazra tries to stay at Eye of Serenity.
random location: 1d4 ⇒ 2 Everyone moives to Theater of Corruption. Recharge Random card:
Recharge Protect to examine Theater of Corruption card 1: Cecaelia. Skipping free explore.
End of turn recharge Bottled Lightning to use Eagle Aerie to move everyone back to Eye of Serenity.
Hand: Blessing of Isis, Blessing of the Spellbound (2), Binder's Tome, Blessing of Abadar, Blessing of Milani, Wayfarer, Reflecting Shield, Blessing of Asmodeus, Imp,
Displayed: Eagle Aerie,
Deck: 13 Discard: 5 Buried: 1
"Current Location: Eye of Serenity
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll: UsedEagle 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.
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.
Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
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): Divine Blaze, Channel the Gift
Recharged: Blessing of Gozreh, Blessing of the Spellbound (1), Blessing of the Gods, Fire Snake, Aqueous Orb, Spellsword +2, Major Cure, Cure, Volcanic Storm, Protect, Bottled Lightning,
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.)
Theater of Corruption card 1 examined: Cecaelia.
At the start of Jirelle's turn display Imp to draw 2 cards: Divine Blaze and Channel the Gift. Imp is discarded eot.
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
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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 (#): 6
Turn: 12, Jirelle/Zalarian
Monsters
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
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
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 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 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Barriers
SS
Barrier 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 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:
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 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 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:
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 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Weapon 6
Traits:
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
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.
Spells
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 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
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 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Armors
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 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:
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 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Items
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 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 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
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
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.
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 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
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:
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.
Blessings
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 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
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.
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: 18
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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 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 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.
Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Pirate Sniper
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
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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
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
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
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Daughter of Imerta
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
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
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
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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.
Location #3: Windward Isle
Closed
At This Location: If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Shrine to Norgorber
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
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 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here:
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
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
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
Monster 6
Traits:
Animal
Aquatic
To Defeat:
Combat 20
THEN Combat 20
THEN Combat 20
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
Location #6: 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: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Daughter of Imerta
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
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
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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.
Jirelle 12789 |
Out of Turn Updates: None
Turn Order: Arueshalae, Alahazra, Jirelle, Meliski
Turn - Hour: 12 - Blessing of the Gods
SOT: None
Give Card: Give Crystal of Healing Hands to Alazhazra
Move: Eye of Serenity -> Lucrehold bringing everyone
Will reveal fortune-teller and choose bane
Encounter: Lucrehold Card 1: Port Peril Corsair
BYA combat damage: 1d4 - 1 ⇒ (1) - 1 = 0 No damage
May discard Aiger's Kiss to add d6
If the monster is undead or pirate, 1d4 is added; If the monster is an outsider add 1d6+2; Add 2 if blessing used (5 if Norgorber);+2 added for belt;binder's tome adds 1d4
Aiger's Kiss Combat Check DC 13: 1d10 + 1d6 + 7 + 1d4 + 2 + 1d4 ⇒ (5) + (4) + 7 + (3) + 2 + (3) = 24 Monster defeated
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
Will use Arueshalae's gift to add d4+2
Wisdom Check DC 9 or move randomly and recharge random card: 1d8 + 2 + 1d4 + 2 ⇒ (1) + 2 + (1) + 2 = 6 Not Quite
Wisdom Check DC 9 or move randomly and recharge random card with Swashbuckling: 1d8 + 2 + 3 + 2 ⇒ (6) + 2 + 3 + 2 = 13 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Location Powers: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
Explore: Lucrehold Card 2: Magaav Assassin
Not using attack spells
May discard Aiger's Kiss to add d6
If the monster is undead or pirate, 1d4 is added; If the monster is an outsider add 1d6+2; Add 2 if blessing used (5 if Norgorber); reveal belt for 2;binder's tome adds d4
Will ask Arueshalae to recharge blessing of the samurai to add 1d10+2
Aiger's Kiss Combat Check DC 25: 1d10 + 1d6 + 7 + 2 + 1d4 + 1d10 + 2 ⇒ (8) + (4) + 7 + 2 + (4) + (4) + 2 = 31 Monster defeated
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 25
The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Will banish Besmaran Priest to close Lucrehold
Lucrehold is closed...or is it....
Villain remains at Lucrehold
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Jirelle ends her turn and uses her power to move everyone bakc to Eye of Serenity
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: l2Aiger's Kiss, Armor of Skulls, Belt of Physical Might#Classic, Fortune-Teller, Sword Cane Pistol +2, Fencer, Quick-Change Mask,
Displayed:
Deck: 13 Discard: 2 Buried: 1
Hero Points: 7
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight
Recharged: Blessing of the Midnight Lord,
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, Come What May, WaveCrest, Wanton Wastrel, Kraken, Filthy Lucre, Man's Promise, Merchantman, Sanbalot, Devil's Pallor
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 (12)
Notes for Arueshalae: samurail blessing recharged for Jirelle
Notes for Jirelle: hero point spent; reroll used
Notes for Alahazra: Given Crystal
Plunder: Ally, Spell
Additional Info 1: Your ship is the Devil's Remains
Additional Info 2: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Location #1: Ruined Amphitheater 1-9 remain // ?=Pirate Sniper
Location #2: Theater of Corruption 1-7 remain // 1-Cecaelia, ?=Daughter of Imerta
Location #3: Windward Isle CLOSED //
Location #4: Shrine to Norgorber CLOSED 1-2 remain //
Location #5: Lucrehold 5 remain // 5=Kurida
Everyone - Location #6: Eye of Serenity 1-9 remain // ?= Daughter of Imerta
Grimsnik's Meliski |
The hour is of Cayden Cailean.
Random location: 1d4 ⇒ 2 Theater of Corruption Random Card: 1d6 ⇒ 1 Blessing of Gozreh
Meliski heads to the back of the Theater an finds some crabs. He summons a cloud to assault the creatures. Explore Bottom Card and shuffle location
Combat 18: 2d10 + 4 + 1d4 + 2 + 3d6 ⇒ (4, 8) + 4 + (1) + 2 + (5, 5, 2) = 31 Cloudburst, gift, Blessing of the Spellbound monster re-roll Combat 18: 2d10 + 4 + 1d4 + 2 + 3d6 ⇒ (10, 1) + 4 + (1) + 2 + (1, 1, 6) = 26 Recharge card #: 1d5 ⇒ 5 . Recharge Blessing of Besmara for defeating monster. Using Card Power to move back to Eye of Serenity
The clouds then pick up the ship and return them to the Eye of Serenity.
Recharge Cloudburst: 1d10 + 4 + 1d4 + 2 + 1d4 ⇒ (5) + 4 + (2) + 2 + (1) = 14
Hand: Cure, Wayfarer, Binder's Tome, Blessing of Abadar, Holy Javelin, Ice Chemist,
Displayed:
Deck: 13 Discard: 4 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 ( [X] 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 (12)
Notes for Arueshalae: samurail blessing recharged for Jirelle
Notes for Jirelle: hero point spent; reroll used
Notes for Alahazra: Given Crystal
Plunder: Ally, Spell
Additional Info 1: Your ship is the Devil's Remains
Additional Info 2: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Location #1: Ruined Amphitheater 1-9 remain // ?=Pirate Sniper
Location #2: Theater of Corruption ( shuffle 1-6) remain // 1-Cecaelia, ?=Daughter of Imerta
Location #3: Windward Isle CLOSED //
Location #4: Shrine to Norgorber CLOSED 1-2 remain //
Location #5: Lucrehold 5 remain // 5=Kurida
Everyone - Location #6: Eye of Serenity 1-9 remain // ?= Daughter of Imerta
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
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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 (#): 6
Turn: 14, Arueshalae/cartmanbeck
Monsters
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
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 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Barriers
SS
Barrier 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 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Barrier 2
Traits:
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 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 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
If a monster has a power that increases the difficulty of a combat check, ignore that power.
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:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Spells
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 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and choose a character to play a spell from his discard pile.
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 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 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard 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 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:
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 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.
Items
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
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 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 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
SS
Item 3
Traits:
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.
Allies
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 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 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 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 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 16
Hourglass
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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 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 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.
Location #1: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Pirate Sniper
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
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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
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
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
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Location #2: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Daughter of Imerta, Cecaelia
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
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
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.
Location #3: Windward Isle
Closed
At This Location: If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Shrine to Norgorber
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
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 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
Location #6: 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: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Daughter of Imerta
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
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
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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
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.
ACG - Arueshalae |
Once more, I am randomly moved by the turn start power. random: 1d4 ⇒ 3 UGH I'm moved to the villain's location. That is UNHELPFUL.
I'll skip my explore and heal myself with my blessing.
heals: 1d4 + 1 ⇒ (4) + 1 = 5
Recharging my buckler to move back to Eye of Serenity using Eagle Aerie at the end of the turn.
"
Hand: Nightwalker Isra, Blessing of the Samurai 1, Flaming Longbow +2, Bombardier Bow, Slaying Bolts, Celestial Crossbow +3, Arueshalae's Gift,
Displayed: Searing Arrows,
Deck: 15 Discard: 1 Buried: 1
Hero Points: 3/9
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).
[X] 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 |
During Arueshalae's turn cast Channel the Gift for Fire Snake.
divine 14 to recover Channel the Gift revealing Binder's Tome, aided by Arueshalae's Gift (CHA): 1d12 + 2d4 + 8 ⇒ (2) + (4, 2) + 8 = 16
Blessing of Achaekek in effect.
Recharge Blessing of Asmodeus to examine Ruined Amphitheater card 1. Sabotage and card 2. Ring of Regeneration. Encounter Ring of Regeneration.
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
divine 11 revealing Binder's Tome, aided by Arueshalae's Gift (CHA): 1d12 + 2d4 + 8 ⇒ (1) + (3, 4) + 8 = 16
Recharge Blessing of Milani to examine Theater of Corruption card 1. Blessing of the Gods and Card 2. Daughter of Imerta. Auto acquire Blessing of the Gods. Recharge Blessing of the Gods 2 to examine Shrine to Norgorber card 1. Alkali Flask and card 2. Potion of Heroism. Don't encounter either of them.
Pass Ring of Regeneration to Meliski.
Everyone moves to Ruined Amphitheater.
wisdom 9 casting Fire Snake, revealing Binder's Tome, aided by Arueshalae's Gift (CHA): 1d12 + 2d4 + 8 ⇒ (6) + (1, 4) + 8 = 19
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.
perception 12 revealing Binder's Tome, aided by Arueshalae's Gift (CHA): 1d12 + 2d4 + 8 ⇒ (11) + (4, 4) + 8 = 27
Discard Wayfarer to explore.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
wisdom 10 BYA discarding Blessing of Abadar, aided by Wayfarer: 2d8 + 2d6 ⇒ (8, 3) + (2, 6) = 19
combat 18 casting Divine Blaze, revealing Binder's Tome, aided by Arueshalae's Gift (CHA), aided by Wayfarer: 1d12 + 3d8 + 2d4 + 2d6 + 10 ⇒ (2) + (2, 8, 3) + (1, 2) + (1, 5) + 10 = 34
perception 9 to close revealing Binder's Tome, aided by Arueshalae's Gift (CHA), aided by Wayfarer: 1d12 + 2d4 + 2d6 + 8 ⇒ (8) + (2, 3) + (5, 4) + 8 = 30
Crystal of Healing Hands targeting self: 1d4 + 1 ⇒ (4) + 1 = 5
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Fire Snake: Divine 8: 1d12 + 2d4 + 8 ⇒ (7) + (2, 3) + 8 = 20 -> Fire Snake recharged.
Divine Blaze: Divine 14: 1d12 + 2d4 + 8 ⇒ (1) + (4, 3) + 8 = 16 -> Divine Blaze recharged.
Crystal of Healing Hands: Divine 11: 1d12 + 2d4 + 8 ⇒ (8) + (2, 2) + 8 = 20 -> Crystal of Healing Hands recharged.
Alahazra resets their hand.
Hand: Blessing of Isis, Blessing of the Spellbound (2), Binder's Tome, Blessing of the Gods 2, Aqueous Orb, Blessing of Asmodeus, Reflecting Shield, Cure, Magnetic Grimoire,
Displayed: Eagle Aerie,
Deck: 17 Discard: 3 Buried: 1
"Current Location: Ruined Amphitheater
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll: UsedEagle 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.
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.
Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Movement: Move me to 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): Major Cure, Volcanic Storm, Protect, Blessing of Milani, Blessing of the Gods, Ice Chemist, Spellsword +2, Blessing of Gozreh, Blessing of the Spellbound (3), Bottled Lightning, Blessing of the Spellbound (1), Blessing of Sivanah, Channel the Gift, Imp
Recharged: Fire Snake, Divine Blaze, Crystal of Healing Hands,
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.)
Ruined Amphitheater card 2 acquired.
Ruined Amphitheater closed.
Theater of Corruption card 1 acquired. Card 2 examined: Daughter of Imerta.
Shrine to Norgorber cards 1 and 2 examined.
Ring of Regeneration handed to Meliski.
Jirelle 12789 |
Out of Turn Updates: None
Turn Order: Arueshalae, Alahazra, Jirelle, Meliski
Turn - Hour: 16 - Hourglass Card 2 Jirelle/Zalarian Blessing of the Gods
SOT: None
Give Card: None
Move: Ruined Amphitheater -> Theater of Corruption Bringing everyone
Will use Arueshalae's gift to add d4+2
Wisdom Check DC 9 or move randomly and recharge random card: 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
Location Powers: After you play an ally, banish it.
Explore: Theater of Corruption Card 2: Daughter of Imerta
Wisdom Check DC 10 gift: 1d8 + 2 + 1d4 + 2 ⇒ (4) + 2 + (2) + 2 = 10 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
May discard Aiger's Kiss to add d6
If the monster is undead or pirate, 1d4 is added; If the monster is an outsider add 1d6+2; Add 2 if blessing used (5 if Norgorber); 2 for belt and tome adds d4
Aiger's Kiss Combat Check DC 18: 1d10 + 1d6 + 7 + 2 + 1d4 ⇒ (7) + (3) + 7 + 2 + (2) = 21 Monster defeated
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Attempt to close by doing random other location
Random other location: 1d5 ⇒ 2 Windward Isle - Succeed at a Wisdom or Perception 7 check.
Wisdom Check DC 7: 1d8 + 2 + 1d4 + 2 ⇒ (1) + 2 + (3) + 2 = 8 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Theater of Corruption is closed
Bury and draw some cards : 1d4 ⇒ 41d4 ⇒ 2 TBD
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Jirelle ends her turn
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: l2Aiger's Kiss, Belt of Physical Might#Classic, Fencer, Dandy Brute, Blessing of the Vaultmaster, Blessing of Milani, Evangelist,
Displayed:
Deck: 9 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
Recharged: Blessing of the Midnight Lord,
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, Come What May, WaveCrest, Wanton Wastrel, Kraken, Filthy Lucre, Man's Promise, Merchantman, Sanbalot, Devil's Pallor
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 Meliski: given ring of regen
Notes for Jirelle: hero point spent; reroll used
Plunder: Ally, Spell
Additional Info 1: Your ship is the Devil's Remains
Additional Info 2: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Location #1: Ruined Amphitheater CLOSED remain
Everyone - Location #2: Theater of Corruption CLOSED
Location #3: Windward Isle CLOSED //
Location #4: Shrine to Norgorber CLOSED 1-2 remain // 1. Alkali Flask and card 2. Potion of Heroism
Location #5: Lucrehold 5 remain // 5=Kurida
Location #6: Eye of Serenity 1-9 remain // ?= Daughter of Imerta
Grimsnik's Meliski |
The hour is of the Gods.
SOT- Ring of Regeneration: 1d4 ⇒ 4 Recharge Blessing of Pharasma
Move- Meliksi brings everyone to Eye of Serenity
Wisdom 9: 1d6 + 1d4 + 2 ⇒ (2) + (4) + 2 = 8 Random Location: 1d2 ⇒ 2 Recharge Card: 1d7 ⇒ 4 Blessing of Abadar
In the back, Meliski finds Conchobhar Turlach Shortstone. Diplomacy 7: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (3) = 15 Explore bottom card, not shuffling. Reveal Binder's Tome. Discard Wayfarer to explore
Wisdom 8+6: 1d6 + 1d4 + 2 + 2d6 ⇒ (6) + (1) + 2 + (1, 2) = 12 Recharge Cure for re-roll 2d6 W 14 re-roll: 9 + 2d6 ⇒ 9 + (6, 2) = 17 Recharge for defeating monster: 1d4 ⇒ 3Ederleigh Baines Discard Ice Chemist to explore
Meliski finds an altar to Cayden and feels blessed. Auto-acquire blessing
EOT- Reveal Ring of Regeneration recharge: 1d4 ⇒ 2 Holy Feast
Hand: Ring of Regeneration, Blessing of Cayden Cailean, Binder's Tome, Conchobhar Turlach Shortstone, Holy Javelin, Wand of Flying,
Displayed:
Deck: 17 Discard: 3 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 ( [X] 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 Jirelle: hero point spent; reroll used
Plunder: Ally, Spell
Additional Info 1: Your ship is the Devil's Remains
Additional Info 2: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
Location #1: Ruined Amphitheater CLOSED remain
Location #3: Windward Isle CLOSED //
Location #4: Shrine to Norgorber CLOSED 1-2 remain // 1. Alkali Flask and card 2. Potion of Heroism
Location #5: Lucrehold 5 remain // 5=Kurida
Everyone - Location #6: Eye of Serenity 3-8 remain // ?= Daughter of Imerta
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
For any scenario other than 5-6A: Battle of the Sapphire Strait, your ship is the Devil’s Remains and the Roaring Dragon is removed from the game. 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.
Your ship is the Devil's Remains unless otherwise specified.
During This Scenario: At the end of your move step, succeed at a Wisdom 9 check or move to a random open location and recharge a random card.
For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3. From closing Ruined Ampitheater
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider Bard
To Defeat: Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 25
The Magaav Assassin is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. When you are dealt damage and would discard cards, bury them instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits. If you play a boon that has the Divine trait, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Giant Outsider Cyclops Harpy
To Defeat: Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location. Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. 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 (#): 6
Turn: 18, Arueshalae/cartmanbeck
Monsters
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
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 B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
SS
Monster 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 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.
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 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 B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
SS
Barrier 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:
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 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 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:
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.
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 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 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 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 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.
Armors
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 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 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
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 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Item B
Traits:
Object
Magic
To Acquire:
Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
SS
Item 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 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
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.
Allies
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 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Blessings
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 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 12
Hourglass
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 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 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.
Location #1: Ruined Amphitheater
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #2: Theater of Corruption
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 #3: Windward Isle
Closed
At This Location: If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Shrine to Norgorber
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
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 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Location #5: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
Bard
To Defeat:
Combat 31
When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
Before you act, you are dealt 1d4 Electricity damage, then succeed at a Wisdom 13 check or discard a random card.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
Location #6: 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: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, Daughter of Imerta
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
SS
Henchman 4
Type: Monster
Traits:
Giant
Outsider
Cyclops
Harpy
To Defeat:
Combat 18
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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_
S&S Alahazra |
Alahazra fails Kurida BYA check and moves to: 1d6 ⇒ 1 Ruined Amphitheater and discards a random card: Binder's Tome
ACG - Arueshalae |
random move: 1d2 ⇒ 1 Aruey moves to the location with the villain. Give Jirelle my gift.
Explore to find the villain. Everyone else needs to attempt Dex or Acrobatics 13 or randomly move and discard a card.
Electricity: 1d4 ⇒ 1 I reduce that to 0.
I can't make the Wisdom check after, so I discard a random card. random: 1d6 ⇒ 6 Celestial Crossbow is discarded.
I'll use the Bombardier Bow, my Blessing of the Samurai for a die, Nightwalker Isra for 1d6 and the chance to reroll, recharge a card for my Searing Arrows and recharge the bow and the rest of my cards for 2d4.
Combat 31: 1d8 + 6 + 1d8 + 1 + 1d8 + 1d10 + 2d4 ⇒ (1) + 6 + (6) + 1 + (4) + (10) + (3, 4) = 35 Defeated! As long as someone can guard, we win!
Jirelle 12789 |
Will use Arueshalae's gift to add d4+2
Before making Dex or acrobatics, need to guard
Examine 3 cards and recharge 1, discard 1, and bury 1...since 3 cards are examined I guess benefit 5-5D does not apply
recharge Diviner's Blight
discard Blessing of Besmara
bury Old Salt
Will use Blessing of the Vaultmaster to add a die (+2) and tome adds d4 and Dandy brute adds d6 and reveal belt
May discard Aiger's Kiss to add d6
If the monster is undead or pirate, 1d4 is added; If the monster is an outsider add 1d6+2; Add 2 if blessing used (5 if Norgorber)
Aiger's Kiss Combat Check DC 20+3=23: 1d10 + 1d6 + 7 + 1d4 + 2 + 1d10 + 2 + 1d4 + 1d6 + 2 ⇒ (9) + (3) + 7 + (3) + 2 + (3) + 2 + (4) + (3) + 2 = 38 Monster defeated
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
Now that guard is out of the way (which according to rules happens after before the encounter and before after acting), time to make acrobatics check with gift and recharging evangelist and revealing belt (note: if for some reason Jirelle has to stay at location then would discard milani to add 2 dice..I don't think that is the case)
Acrobatics Check DC 13: 1d10 + 4 + 1d4 + 2 + 1d4 + 2 ⇒ (8) + 4 + (2) + 2 + (4) + 2 = 22 Success
now that is out of the way..spying on how Arueshalae fares...
Kurida and his giant cronies are put down!
BR AAUGHWHY |
Completed Scenarion 5-6B: Withering Heist
Scenario Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the ally Master of the Gales and 1 character may temporarily replace 1 item in his deck with the item Staff of Weather.
At the end of each scenario, return these cards to the game box.
Development:
Astounding! While you fought Kurida and her orchestra, one of your number managed to escape with the skiff Onigumo.
Now for the next phase of the plan. You need to chart a path from here through the safer regions of the Chuyokai Forest, over the Nightford Mountains, and through Akinaru’s province to Ushijou. While the skiff can only hold a small party, it’s even faster and more exhilarating than you expected and will prove invaluable in that task.
Through the air you sail, with thoughts of revenge boosting the wind at your back.
Tier Rewards:
Everyone Gains 1 XP and 1 Hero Point
Jirelle, Meliski, and Arueshalae: 6.3
Alahazra: 6.2
Acquired Cards:
Haneilius Fitch (Ally 3)
Besmaran Priest (Ally B)
Conchobhar Turlach Shortstone (Ally 1)
Shark Skin Armor (Armor 2)
Benevolent Buckler (Armor 1)
Blessing of the Gods (Blessing B)
Blessing of Gozreh (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Cayden Cailean (Blessing B)
Blessing of Asmodeus (Blessing 4)
Ring of Regeneration (Item 5)
Bottled Lightning (Item 5)
Crystal of Healing Hands (Item 3)
Protect (Spell 2)
Skeleton Crew (Spell 3)
Speed (Spell B)
Flaming Longbow +2 (Weapon 5)
Sword Cane Pistol +2 (Weapon 4)
Flaming Musket +2 (Weapon 6)
Spellsword +2 (Weapon 4)
BR AAUGHWHY |
Scenario 5-6C: Paths in the Sky
The wind rushes past you as you soar on the Onigumo, surveying the land below. The ability to blaze trails through the sky allows you a great advantage, but nothing about the Chuyokai Forest or Nightford Mountains is going to be easy.
While Akinaru’s province isn’t as innately perilous, you need to make sure not to let any of his minions catch wind of your arrival, so you can take your nemesis completely by surprise. Still, everything is going well; even among aerial creatures, few can
match the Onigumo’s speed, and the scouting allows your party to progress safely for a time...
...At least until a skeletal dragon flies out of the Nightford Mountains directly towards the Onigumo. Unfortunately, that can clearly match the Onigumo’s speed. You manage to lose it for the moment in a cloud bank, but you saw the glint of greed in the dead thing’s eye. It’s hunting you now. You’re just going to have to hunt it down first, all while carefully, steadily, and safely leading your officers through dangerous territory.
With the Onigumo to lead the way, will you be able to take down the dragon and all the other dangers on this path without alerting Akinaru at all? It has to be done. You don’t really understand how Akinaru means to bring forth legions of oni, but your former ally has gone far past the point of no return, and any warning would give him time to adjust his plans, or even teleport away again like he did when he left you for dead in the Valashmai Jungle.
A rasping roar snaps you out of your speculations as you wing back towards the group, once more evading the dripping skeleton.
Display the barge Onigumo at Windward Isle. While displayed at a location, the Onigumo’s At This Location powers are in effect for characters at that location.
If the Onigumo is not displayed at your location, the difficulty of your combat checks are increased by 1d12, or by 1d12+1d10 for your Melee combat checks, and when you move, you may move only to an adjacent location.
When you encounter a henchman or a villain from a location deck, if you did not examine it this turn, you are dealt 1d4 Electricity damage.
At the end of each scenario, return these cards to the game box.
---------------------------------
Story Banes
SS Villain 6
Type: Monster
Traits: Undead Dragon Aquatic
To Defeat: Combat 32 THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits. Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
SS Henchman 3
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 3
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.