
S&S Alahazra |

Blessing of Besmara in effect.
Recharge Blessing of Gozreh 2 to examine Torture Pit card 3: Lookout Duty.
Move to Torture Pit.
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
perception 6 +6 aided by Arueshalae's Gift (CHA): 1d12 + 1d4 + 8 ⇒ (10) + (3) + 8 = 21
Examine next card: Draugr Captain. I will encounter it.
SS
Henchman 6
Type: Monster
Traits:
Undead
Pirate
Captain
To Defeat:
Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA recharge all but Fire Snake then draw 8 cards.
combat 27 casting Vengeful Storm, recharging Blessing of the Spellbound (2), revealing Magnetic Grimoire, aided by Arueshalae's Gift (CHA), Aided by non loot reward vs undead and pirate: 1d4 + 1d12 + 1d8 + 1d10 + 1d12 + 4d4 + 10 ⇒ (4) + (7) + (6) + (2) + (5) + (2, 3, 1, 2) + 10 = 42
acrobatics 11 to close casting Fire Snake, aided by Arueshalae's Gift (CHA), revealing Magnetic Grimoire: 1d12 + 2d4 + 8 ⇒ (5) + (2, 3) + 8 = 18
On close bury Baby Triceratops. End of turn recharge Blessing of Sivanah to use Eagle Aerie to move to Lucrehold.
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Vengeful Storm: Divine 16: 1d12 + 2d4 + 8 ⇒ (5) + (1, 3) + 8 = 17 -> Vengeful Storm recharged.
Fire Snake: Divine 8: 1d12 + 2d4 + 8 ⇒ (11) + (2, 2) + 8 = 23 -> Fire Snake recharged.
Alahazra resets their hand.
Hand: Recast, Magnetic Grimoire, Binder's Tome, Channel the Gift, Blessing of Isis, Volcanic Storm, Blessing of Milani, Major Cure, Aqueous Orb,
Displayed: Eagle Aerie,
Deck: 13 Discard: 3 Buried: 1
"Current Location: Lucrehold
Hero Points: 6"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.
Blessing of Isis: Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct trait.
Channel the Gift: Discard to let a character at this location search their deck for a spell and put it in their hand.
Recast: Discard this card and choose a character to play a spell from his discard pile.
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): 0
Recharged: Blessing of Gozreh 2, Rejuvenation, Ice Chemist, Reflecting Shield, Blessing of Abadar, Cleric of Nethys, Blessing of the Spellbound (1), Blessing of the Spellbound (3), Blessing of Gozreh 1, Blessing of the Spellbound (2), Blessing of Sivanah, Vengeful Storm, Fire Snake,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
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 (or to allow a character at your location to add a card from his discard pile to his hand).
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Torture Pit closed.
Alahazra is at Lucrehold.

Jirelle 12789 |

Out of Turn Updates: None
Turn Order: Arueshalae, Alahazra, Jirelle, Meliski
Turn - Hour: 12 - Hourglass Card 2 Jirelle/Zalarian Blessing of Erastil
SOT: None
Give Card: None
Move: Lucrehold -> Shrine to Norgorber
Explore: Shrine to Norgorber Card 1 (Storm)
Storm is displayed
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Will discard fencer to explore and discard Armor of Skulls for scenario power
Explore: Shrine to Norgorber Card 2: Blessing of the Gods and Auto Acquire
Ask Alahazra to recharge a divine card to examine the top card of a location (Shrine to Norgorber Card 3: Luccaria)...Good timing
Will discard Blessing of the Mantis God to explore and discard Dandy Brute due to scenario power
Explore: Shrine to Norgorber Card 3: Luccaria
1st die is a d4 due to scenario
Blessing used adds a die (but isn't blessed or used for check)
Arueshalae discards Blessing of Erastil to add 2 dice
Will use Arueshalae's gift to add d4+2
Will discard weapon to add another 2d6
finally, Arueshalae will discard Celestial crossbow for d4+2
Corrosive Backword +4 Finesse Melee Check DC 19: 1d4 + 1d6 + 9 + 1d10 + 2d10 + 1d4 + 2 + 2d6 + 1d4 + 2 ⇒ (1) + (5) + 9 + (3) + (4, 9) + (2) + 2 + (6, 1) + (1) + 2 = 45 Monster auto defeated
SS
Henchman 5
Type: Monster
Traits:
Human
Cleric
To Defeat:
Combat 19
When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.
If defeated, you may immediately attempt to close the location this henchman came from.
For closing, will banish 2 AD 0 blessings (BotG and Milani)
[U]Windjammers Ho! [/U]

BR AAUGHWHY |
Completed Scenario 5-6D: The Siege of Ushiojou
Scenario Reward:
For the rest of the Adventure Path, after drawing your starting hand,
you may shuffle an ally and/or a blessing from the game box into your deck.
Development:
You realize belatedly that Akinaru built his defenses knowing your strengths and weaknesses from your time together on the Feathered Devil. But no matter. You aren’t the same now as you were then.
Akinaru was right about one thing; you’ve grown stronger, and his minions weren’t ready for some of the new tricks you had up your sleeve. You tried all the obvious locations, like the throne room and the great hall, but you finally found Akinaru in a secret underground complex beneath the castle, attached to the sea caves built into the cliff on which the castle was built.
One more time, you will attempt to reason with him. If that comes to no avail, nothing will save him from your wrath.
Tier Rewards:
Everyone Gains 1 XP and 1 Hero Point
Jirelle, Meliski, and Arueshalae: 6.5
Alahazra: 6.4
Acquired Cards
I think I forgot to roll plunder, so I'll just do it here
Plunder: 2d6 ⇒ (4, 1) = 5 Weapon and Item
Old Salt (Ally B)
Albatross (Ally 5)
Baby Triceratops (Ally 6)
Ambrose "Fishguts" Kroop (Ally 1)
Blessing of Gozreh (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Gozreh (Blessing B)
Staff of Weather (Item 6)
Recast (Spell 6)
Dagger Pistol +1 (Weapon 2)
Navigator Musket +1 (Weapon 3)
Icy Boarding Pike +1 (Weapon B)
Blasting Pistol +2 (Weapon 5)
I'm not sure if the BOTG that Jirelle used to close Lucrehold was the one she acquired; if, so it's not available as an upgrade (not that anyone would choose it anyway). Also you got one of the scenario reward "loot" cards as plunder; since it't actually a Loot card, it should be valid.

BR AAUGHWHY |
Scenario 5-6E: Akinaru's Last Stand
Akinaru shakes his head sadly at you from the front of a bizarre ship that looks like it could hardly sail. “Why must you betray me at every turn,” he laments. “I made you what you are!”
Strange. From where you stand, he betrayed you when he left you for dead and mind-controlled your crew, but Akinaru has been unhinged ever since he found his destroyed ward, and his story seems to be changing each time he tells it. You suspect that he’s lost sight of reality. Maybe some of it really is Hao Jin’s fault for destroying his ward. Even so, the strange cocktail of pity and righteous anger you begin to feel isn’t going to stop you from ending him.
“Can I do nothing to convince you?” Akinaru says mournfully. “Hao Jin is evil. She cared not for what she destroyed. The gods who bound the kami are evil. They delight in cruel and incommensurate punishments. Enjoying the bounty of the world is a right every living creature deserves. How can it be evil? You have proven yourselves my equal in reaching here. Work with me not as a servant but as a partner, and when we free the oni, show me how you would have us rule!”
Unlike before, this offer is actually just a little tempting, but ultimately you can’t trust that he isn’t just lying to save himself your fury, planning on mind controlling or killing you when he has the chance.
“You don’t trust me now. I can sense it,” he says. “You saw me on my worst day and assumed you saw my true self, so now no matter what I say, it doesn’t matter. You disappoint me... but so be it!”
Akinaru leaps from the ship and calls forth his most powerful Chu Ye allies, while drawing from his connection to the Hao Jin Tapestry to send threads of ruby light into himself, tides of energy growing stronger and stronger.
But an energy flows within you as well. You feel your righteousness brim to the top, ready to punish the oni who betrayed you.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
Adventure Card Guild characters may choose a bonus deck upgrade.
---------------------------------
Story Banes
None Villain 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. 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 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.

BR AAUGHWHY |
When you post your starting hand, be sure to note if you use the reward from last scenario and the bonus for completing P2. I'll post the extra cards when the scenario start goes up.
Also, this is the final "normal" scenario (there is an optional capstone 5-6F scenario) of this season! You've got this!
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 start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. 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 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 0, Jirelle/Zalarian
Monsters
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:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS
Monster 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
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 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 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 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
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 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.
Weapons
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.
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
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:
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
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 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 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 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 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 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 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
SS
Item 2
Traits:
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.
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 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.
Allies
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 B
Traits:
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 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
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.
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
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
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 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 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:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Location #3: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

ACG - Arueshalae |

"
Hand: Bombardier Bow, Daikyu of Command, Searing Arrows, Celestial Crossbow +3, Buccaneer's Breastplate, Nightwalker Isra, Arueshalae's Gift,
Displayed:
Deck: 16 Discard: 0 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.
My random Ally is Slip, and my random blessing is BotG, shuffled in.

Grimsnik's Meliski |

Lets go with Ally for Plunder Choice. I'll also be recharging 3 cards at the start to draw an ally from the box.

Jirelle 12789 |

Jirelle 5-6E: Akinaru's Last Stand
Starting Location Sea Fort
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 Disrupting Rapier +1 into box and put Aiger's Kiss into Deck
5-6D - Will choose to shuffle in Blessing after drawing hand
Starting Hand - Favored Card Ally
5-3: Draw 2 cards after drawing starting hand
Will choose to pass on acquiring ally
Next Random Blessing is Blessing of Achaekek; shuffle into deck
"
Hand: Fortune-Teller, Blessing of Besmara, Blessing of the Mantis God, Old Salt, w2Corrosive Backsword +4, Jack the Monkey, Immortal Dreamstone, Fencer, Quick-Change Mask,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 8
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
5-6B: Master of the Gales / Staff of Weather.
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.
5-6E: For the rest of the Adventure Path, after drawing your starting hand,you may shuffle an ally and/or a blessing from the game box into your deck.

S&S Alahazra |

Replacing Divine Blaze with Loot Vengeful Storm. Will draw the extra 2 cards. We should all be starting at Sea Fort.
Hand: Volcanic Storm, Channel the Gift, Blessing of Sivanah, Ice Chemist, Blessing of the Spellbound (3), Eagle Aerie, Binder's Tome, Blessing of the Spellbound (2), Blessing of Abadar, Aqueous Orb, Imp,
Displayed:
Deck: 11 Discard: 0 Buried: 0
"Current Location: Sea Fort
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
Blessing of Abadar: Discard to bless twice on a check vs barriers.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
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): Fire Snake, Magnetic Grimoire, Blessing of the Spellbound (1), Rejuvenation, Major Cure, Blessing of Milani, Reflecting Shield, Wayfarer, Blessing of Isis, Vengeful Storm, Fortune-Teller
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 (or to allow a character at your location to add a card from his discard pile to his hand).
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Shuffle in random blessing #3 Blessing of Achaekek. Will recharge Ice Chemist, Volcanic Storm, and Blessing of the Spellbound (3) to draw random ally #2 Giffer Tibbs. Display Eagle Aerie. Display Imp to draw 2 cards: Fire Snake and Blessing of Achaekek. Imp is discarded eot.

Grimsnik's Meliski |

Swapping out Cook for Ederleigh Baines. Drawing two cards at start. Shuffling in Blessing #4- Blessing of Besmara. Recharging Ice Chemist, Holy Feast and Wayfarer to draw random Ally #3 Pierce Jerrell. Starting location: Sea Fort
Hand: Wayfarer, Binder's Tome, Phoenix Cloak, Sihedron Ring, Holy Javelin, Ice Chemist, Blessing of Abadar 2, Holy Feast,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 11; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [X] +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.

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 start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. 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 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 1, Meliski/Grimsnik
Monsters
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 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 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 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 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 23
Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location must move to this location.
Barriers
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Barrier 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 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
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 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Weapons
SS
Weapon 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 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 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 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 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 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 B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
SS
Spell 2
Traits:
Magic
Arcane
Divine
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
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 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.
Armors
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 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 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 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 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:
Liquid
Attack
Electricity
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
SS
Item B
Traits:
Object
Magic
To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
SS
Item B
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
SS
Item 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.
Allies
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 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.
Blessings
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing 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
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 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 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 29
Hourglass
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Monster 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 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
SS
Monster 4
Traits:
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
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
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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
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
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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
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
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:
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.
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
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
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
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
Location #3: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
SS
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 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
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
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
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
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
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
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
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, None
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings 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
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 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.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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
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
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
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
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.
Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
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.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 35
THEN Combat 45
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
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
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 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
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Monster 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
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
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.
Location #6: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
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 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.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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.
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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
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 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
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.

Grimsnik's Meliski |

The hour is of the Gods.
A Norgorber Cultist guards the entrance to the Sea Fort. Meliski summons a holy javelin and impales the cultist. Combat 19: 1d10 + 4 + 1d4 + 1d4 + 2 + 2d8 ⇒ (1) + 4 + (3) + (2) + 2 + (6, 4) = 22 Holy Javelin, Gift, Binder's Tome. Discard Pierce Jerrell to explore.
Meliski finds Dindreann just inside the fort. Diplomacy 11: 1d10 + 4 + 1d4 + 1d4 + 2 ⇒ (3) + 4 + (2) + (4) + 2 = 15 Discard Dindreann to examine top card of location- Hellknight Armor. Choosing not to explore.
EOT- Recharge Holy Javelin: 1d10 + 1d4 + 1d4 + 2 ⇒ (5) + (3) + (3) + 2 = 13
Hand: Spiny Shield, Binder's Tome, Phoenix Cloak, Sihedron Ring, Blessing of Abadar 2, Samisen of Oracular Vision,
Displayed:
Deck: 17 Discard: 2 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 11; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [X] +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.
Location: Sea Fort
Banish #1- Norgorber Cultist
Acquired #2- Dindreann
Examined #3- Hellknight Armor

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 start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. 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 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 1, Meliski/Grimsnik
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 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
SS
Monster 3
Traits:
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
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 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.
Barriers
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Weapons
SS
Weapon 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 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
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
SS
Weapon 5
Traits:
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 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.
Spells
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 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 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 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 B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
SS
Armor 4
Traits:
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 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
SS
Item 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:
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:
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:
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 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 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
SS
Ally 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:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 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 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 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 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 29
Hourglass
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Monster 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 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
SS
Monster 4
Traits:
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
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
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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
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
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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
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
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:
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.
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
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
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
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
Location #3: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
SS
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 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
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
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
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
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
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
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
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, None
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 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.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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
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
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
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
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.
Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
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.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 35
THEN Combat 45
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
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
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 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
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS
Monster 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
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
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.
Location #6: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
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 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.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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.
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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
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 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
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.

ACG - Arueshalae |

Aruey isn't very armor-y, so she will head to Fort Hazard, since she can evade the Draugr Captain every turn. Display Searing Arrows.
Explore to find a Coral Capuchin. I'll let that banish.
Recharge Slip, Potion of Flying. I'll put that on the bottom of the location, then explore to find THE VILLAIN! I will evade him.
Recharge Nightwalker Isra to examine random: 1d9 + 1 ⇒ (7) + 1 = 8 a Blood Hag, which I get to encounter. Don't care about playing spells. Using my Searing Arrows.
Combat 15: 1d8 + 6 + 1d8 + 3 + 1d10 ⇒ (1) + 6 + (5) + 3 + (1) = 16 Defeated. I ignore the 3 Fire damage after acting.
"
Hand: Blessing of Shax, Daikyu of Command, Thieves' Tools, Celestial Crossbow +3, Buccaneer's Breastplate, Slaying Bolts, Arueshalae's Gift,
Displayed: Searing Arrows,
Deck: 16 Discard: 0 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 |

Blessing of the Gods in effect.
Recharge Blessing of the Spellbound (2) to examine Sea Caves Card 1: Siren Caller.
Recharge Blessing of Sivanah to examine Sharkskin Reef card 1: Electricity Arc Trap.
Recharge Aqueous Orb to examine Torture Pit Card 1: Jagged Shoals.
Cast Channel the Gift for Vengeful Storm.
Everyone but Arueshalae moves to Sharkskin Reef.
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.
disable 12 casting Fire Snake, revealing Binder's Tome, aided by Arueshalae's Gift (CHA): 1d12 + 2d4 + 8 ⇒ (5) + (1, 4) + 8 = 18
Recharge Blessing of Achaekek to examine Fort Hazard card 1.
random card ignoring 8: 1d9 + 1 ⇒ (1) + 1 = 2 Encounter and banish Potion of Flying.
End of turn recharge Giffer Tibbs to Eagle Aerie to move everyone back to Sea Fort.
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Channel the Gift: Divine 14: 1d12 + 2d4 + 8 ⇒ (5) + (3, 3) + 8 = 19 -> Channel the Gift recharged.
Fire Snake: Divine 8: 1d12 + 2d4 + 8 ⇒ (9) + (3, 1) + 8 = 21 -> Fire Snake recharged.
Alahazra resets their hand.
Hand: Binder's Tome, Blessing of Abadar, Vengeful Storm, Reflecting Shield, Fortune-Teller, Rejuvenation, Blessing of Isis, Blessing of the Spellbound (1), Major Cure,
Displayed: Eagle Aerie,
Deck: 13 Discard: 1 Buried: 0
"Current Location: Sea Fort
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll: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 Abadar: Discard to bless twice on a check vs barriers.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Movement: Move me to 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): Magnetic Grimoire, Wayfarer, Blessing of Milani
Recharged: Ice Chemist, Volcanic Storm, Blessing of the Spellbound (3), Blessing of the Spellbound (2), Blessing of Sivanah, Aqueous Orb, Blessing of Achaekek, Giffer Tibbs, Channel the Gift, Fire Snake,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
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 (or to allow a character at your location to add a card from his discard pile to his hand).
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Sea Caves card 1 examined: Siren Caller.
Torture Pit card 1 examined: Jagged Shoals.
Fort Hazard card 2 banished.
Sharkskin Reef card 1 banished.

Jirelle 12789 |

Out of Turn Updates: None
Turn Order: Meliski, Arueshalae, Alahazra, Jirelle
Turn - Hour: 4 - Hourglass Card 3 Jirelle/Zalarian Blessing of Hshurha
SOT: None
Give Card: None
Move: Stay at Sea Fort
Explore: Sea Fort Card 1 (Hellknight Armor)
Will reveal fortune tell and choose bane
Will recharge mask to use diplomacy instead of Constitution making it a Constitution, Diplomacy, Charisma check
Binder's Tome adds d4
Diplomacy Check DC 12: 1d8 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11 No Success
Diplomacy Check DC 12 swashbuckling: 4 + 5 + 1d4 ⇒ 4 + 5 + (3) = 12 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
Location Powers: If you defeat a monster during your exploration, you may immediately explore again.
Explore: Sea Fort Card 2: Shark Skin Armor
Fortitude Check DC 7: 1d6 + 2 ⇒ (4) + 2 = 6 Not Quite
Fortitude Check DC 7 Swashbuckling: 1d6 + 2 ⇒ (5) + 2 = 7 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
Will discard Monkey to explore
Explore: Sea Fort Card 3: Oni Mariner
Will bury quick change mask to not add d12 to all checks
Will use Arueshalae's gift to add d4+2 to dex
Random Sap for dex/acrobatics check: 1d4 ⇒ 4 Jirelle is the sap
Acrobatics Check DC 11: 1d10 + 4 + 1d4 + 2 ⇒ (6) + 4 + (1) + 2 = 13 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
gift and tome are added; Will ask Alahazra for blessing of Isis to add a die and acid
Corrosive Backsword +4 Finesse Melee Check DC 26: 1d10 + 1d6 + 9 + 1d4 + 2 + 1d4 + 1d10 ⇒ (3) + (5) + 9 + (3) + 2 + (2) + (9) = 33 Monster defeated
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
For close, will banish shark skin armor
Sea Fort is closed
At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
Jirelle ends her turn
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w2Corrosive Backsword +4, Fortune-Teller, Old Salt, Fencer, Blessing of the Mantis God, Blessing of Besmara, Immortal Dreamstone,
Displayed:
Deck: 14 Discard: 2 Buried: 1
Hero Points: 8
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
5-6B: Master of the Gales / Staff of Weather.
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.
5-6E: For the rest of the Adventure Path, after drawing your starting hand,you may shuffle an ally and/or a blessing from the game box into your deck.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (1)
Notes for Alahazra: discarded blessing of Isis for Jirelle
Additional Info 1: outsiders are tougher unless bury top/bottom card/ may get haunted
Additional Info 2: aquatic/ships reduced by 2
Location #1: Murder Hole 1-10 remain
Location #2: Sea Caves 1-10 remain // 1=Siren Caller
Location #3: Torture Pit 1-10 remain // 1=Jagged Shoals
Jirelle, Alahazra, Meliski - Location #4: Sea Fort CLOSED remain
Arueshalae - Location #5: Fort Hazard (random 3-10) remain // 3= villain
Location #6: Sharkskin Reef 2-10 remain

Jirelle 12789 |

After Meliski's SOT will banish dreamstone to draw 3 allies to hand.
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
SS
Ally 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:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Grimsnik's Meliski |

The hour is of Abadar.
Meliski guides the ship with Jirelle and Alahazra to the Torture Pit.
Wisdom 11: 3d6 + 1d4 + 2 ⇒ (3, 4, 5) + (1) + 2 = 15 Recharge Blessing of Abadar, Gift. Recharge Samisen of Oracular Vision for Torture Pit- #2 Falcata +1; #3 Pirate Guard; #4 Cut-Throat Grok. Recharge Phoenix Cloak to use Eagle's Aerie to move back to Sea Fort.
Hand: Spiny Shield, Binder's Tome, Vampire Bat, Sihedron Ring, Cure, Blessing of Gozreh,
Displayed:
Deck: 17 Discard: 2 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 11; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [X] +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 (1)
Notes for Alahazra: discarded blessing of Isis for Jirelle
Additional Info 1: outsiders are tougher unless bury top/bottom card/ may get haunted
Additional Info 2: aquatic/ships reduced by 2
Location #1: Murder Hole 1-10 remain
Location #2: Sea Caves 1-10 remain // 1=Siren Caller
Location #3: Torture Pit 2-10 remain // 2=Falcata +1, 3=Pirate Guard, 4=Cut-Throat Grok
Jirelle, Alahazra, Meliski - Location #4: Sea Fort CLOSED remain
Arueshalae - Location #5: Fort Hazard (random 3-10) remain // 3= villain
Location #6: Sharkskin Reef 2-10 remain

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
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 start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. (From closing Sea Fort)
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. 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 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 6, Arueshalae/cartmanbeck
Monsters
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
SS
Monster 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 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 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.
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.
Barriers
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
SS
Barrier 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.
Weapons
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 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 B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
SS
Weapon 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.
Spells
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 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 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 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 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 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 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 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
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:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
SS
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 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Item B
Traits:
Object
Magic
To Acquire:
Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
Allies
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 4
Traits:
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 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
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
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 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 24
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 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 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 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Monster 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 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
SS
Monster 4
Traits:
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
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
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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
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
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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
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
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:
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.
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
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
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
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
Location #3: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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 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
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
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
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
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
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
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
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Alahazra/Bigguyinblack, None
Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/cartmanbeck, Voidlord Akinaru (Villain)
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
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
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
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.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 35
THEN Combat 45
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
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
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Location #6: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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 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.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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.
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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
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 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
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.

ACG - Arueshalae |

Aruey summons and evades the Draugr Captain at the start of her turn, then moves to the Torture Pit to clear out some cards. She then displays her Slaying Bolts.
Explore to find a Falcata and let it banish.
Blessing of Shax to explore again, Pirate Guard. Recharge Daikyu of Command to add 1d10 and Fire.
Combat 19: 1d8 + 6 + 1d8 + 3 + 1d10 ⇒ (8) + 6 + (2) + 3 + (5) = 24 Displayed on my Slaying Bolts.
Requesting a blessing from Alahazra on the end of turn check, please.
End of turn Constitution 10: 1d6 + 1d6 ⇒ (1) + (1) = 2 Nope, I bury the top of my deck, which is Swiftshooter. Unfortunately not at the Eagle Aerie location.
"
Hand: Blessing of Old Deadeye, Archcountess, Thieves' Tools, Celestial Crossbow +3, Buccaneer's Breastplate, Blessing of the Archdevils 2, Arueshalae's Gift,
Displayed: Searing Arrows, Slaying Bolts, Pirate Guard (on Slaying Bolts),
Deck: 13 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 |

Discard Blessing of the Spellbound (1) on Arueshalae's turn. Blessing of Sivanah in effect.
Recharge Rejuvenation to examine Sharkskin Reef card 1: Seaweed Siren.
Recharge Blessing of Abadar to examine Fort Hazard card 1: Giant Rock Crab.
Move us all to Fort Hazard. Fortune-Teller confirms a nearby bane.
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.
combat 13 casting Vengeful Storm, revealing Binder's Tome: 1d12 + 1d8 + 1d10 + 1d12 + 1d4 + 8 ⇒ (8) + (2) + (9) + (6) + (2) + 8 = 35
combat 13 casting Vengeful Storm, revealing Binder's Tome: 1d12 + 1d8 + 1d10 + 1d12 + 1d4 + 8 ⇒ (8) + (6) + (7) + (7) + (2) + 8 = 38
Taking free explore.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
survival 10 +6 aided by Arueshalae's Gift (CHA), revealing Binder's Tome: 1d12 + 2d4 + 8 ⇒ (9) + (3, 3) + 8 = 23
Recharge Major Cure to Eagle Aerie to move us all back to Sea Fort.
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Vengeful Storm: Divine 16: 1d12 + 2d4 + 8 ⇒ (2) + (3, 2) + 8 = 15 -> Vengeful Storm discarded.
Alahazra resets their hand.
Hand: Binder's Tome, Wayfarer, Blessing of Milani, Reflecting Shield, Fortune-Teller, Magnetic Grimoire, Blessing of Isis, Ice Chemist, Volcanic Storm,
Displayed: Eagle Aerie,
Deck: 11 Discard: 3 Buried: 0
"Current Location: Sea Fort
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll: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.
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.
Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4. (Note this only adds the cold trait to my checks.)
Movement: Move me to the NA if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): 0
Recharged: Blessing of the Spellbound (3), Blessing of the Spellbound (2), Blessing of Sivanah, Aqueous Orb, Blessing of Achaekek, Giffer Tibbs, Channel the Gift, Fire Snake, Rejuvenation, Blessing of Abadar, Major Cure,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9 ☐ ☐
Proficiencies:
Knowledge: Intelligence +2
Divine: Charisma +2
Perception: Charisma +2
Survival: Charisma +2
POWERS:
You may recharge a card that has the Divine trait to examine the top card of any location deck ([ ] or the blessings deck or any character deck).
When you use the above power to examine a card from a location deck on your turn, and it is a boon, you may encounter it.
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand (or to allow a character at your location to add a card from his discard pile to his hand).
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Sharkskin Reef card 1 examined: Seaweed Siren.
Fort Hazard Cards 1 and 2 banished.

Jirelle 12789 |

Out of Turn Updates: None
Turn Order: Meliski, Arueshalae, Alahazra, Jirelle
Turn - Hour: 8 - Hourglass Card 2 Jirelle/Zalarian Blessing of the Gods
SOT: None
Give Card: None
Move: Sea Fort -> Torture Chamber (Bringing Everyone)
Will reveal Fortune-Teller and choose Boon to encounter
Encounter: Torture Pit Card 3 (Cut-Throat Grok)
Reveal Audessa to add 1
Diplomacy Check DC 7: 1d8 + 5 ⇒ (8) + 5 = 13 Auto Success
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.
Location Powers: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
Free Initial Explore: Torture Pit Card 4: Reflecting Buckler
Fortitude Check DC 10: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8 No Success
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.
Will discard Cut-throat Grok to explore
Explore: Torture Pit Card 5: Gargiya
Aquatic reduces difficulty
Will use Arueshalae's gift to add d4+2 and reveal ally to add 1 and tome adds d4
May discard to add another 2d6
Corrosive Backsword +4 Finesse Melee Check DC 25-2=23: 1d10 + 1d6 + 9 + 1d4 + 2 + 1 + 1d4 ⇒ (3) + (4) + 9 + (4) + 2 + 1 + (4) = 27 Monster Barrier defeated
If barrier defeated, may examine top card of location deck
Fire Damage for Jirelle, Meliski, Arueshalae, Alahazra
: 1d8 ⇒ 81d8 ⇒ 41d8 - 3 ⇒ (4) - 3 = 11d8 ⇒ 1 Jirelle discards all but backsword
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
Jirelle ends her turn and uses her power to move everyone back to Sea Fort
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w2Corrosive Backsword +4, Blessing of Achaekek, Blessing of the Midnight Lord, Dandy Brute, Blessing of the Vaultmaster, w1Keen Rapier +3, Blessing of Zon-Kuthon,
Displayed:
Deck: 8 Discard: 11 Buried: 1
Hero Points: 8
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
5-6B: Master of the Gales / Staff of Weather.
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.
5-6E: For the rest of the Adventure Path, after drawing your starting hand,you may shuffle an ally and/or a blessing from the game box into your deck.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (6)
Additional Info 1: outsiders are tougher unless bury top/bottom card/ may get haunted
Additional Info 2: aquatic/ships reduced by 2
Location #1: Murder Hole 1-10 remain
Location #2: Sea Caves 1-10 remain // 1=Siren Caller
Location #3: Torture Pit 6-9 remain
Jirelle, Alahazra, Meliski, Arueshalae - Location #4: Sea Fort CLOSED remain
Location #5: Fort Hazard 3-7 remain // ?= villain
Location #6: Sharkskin Reef 1-9 remain // 1=Seaweed Siren

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 start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. (From closing Sea Fort)
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. 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 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 9, Meliski/Grimsnik
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:
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 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS
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 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
SS
Barrier 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 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
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 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.
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 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 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.
Spells
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 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
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.
Armors
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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 B
Traits:
Object
Magic
To Acquire:
Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
SS
Item 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 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 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Allies
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally B
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Blessings
SS
Blessing 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 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
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 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.
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: 21
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 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 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Monster 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 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
SS
Monster 4
Traits:
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
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
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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
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
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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
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
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:
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.
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
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
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
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
Location #3: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 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
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
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
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, None
Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Voidlord Akinaru (Villain)
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
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.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 35
THEN Combat 45
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
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
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Location #6: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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 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.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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.
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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
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 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
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.

Grimsnik's Meliski |

The hour is of the Gods.
OOT- Reveal Sihedron Ring to prevent 2 points of damage. Discard Spiny Shield and Binder's Tome for damage.
Meliski heals Jirelle. Heal: 1d4 + 1 ⇒ (2) + 1 = 3
He then moves everyone to the Torture Pit.
He finds a scroll of Protect. Divine 6: 1d10 + 4 + 1d4 + 2 ⇒ (10) + 4 + (1) + 2 = 17 Recharge Vampire Bat to examine top card- Jellyfish Swarm; is a monster so Heal card: 1d4 ⇒ 1
EOT- Recharge Protect to move everyone back to Sea Fort
Recharge Cure: 1d10 + 4 + 1d4 + 2 ⇒ (1) + 4 + (2) + 2 = 9
Hand: Blessing of Abadar, Cloudburst, Samisen of Oracular Vision, Sihedron Ring, Fire Snake, Blessing of Gozreh,
Displayed:
Deck: 17 Discard: 3 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 11; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [X] +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 (6)
Notes for Jirelle: Healed for 3
Additional Info 1: outsiders are tougher unless bury top/bottom card/ may get haunted
Additional Info 2: aquatic/ships reduced by 2
Location #1: Murder Hole 1-10 remain
Location #2: Sea Caves 1-10 remain // 1=Siren Caller
Location #3: Torture Pit 2-4 remain // 2=Jellyfish Swarm
Jirelle, Alahazra, Meliski, Arueshalae - Location #4: Sea Fort CLOSED remain
Location #5: Fort Hazard 3-7 remain // ?= villain
Location #6: Sharkskin Reef 1-9 remain // 1=Seaweed Siren

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 start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. (From closing Sea Fort)
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. 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 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 10, Arueshalae/cartmanbeck
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:
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 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
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 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.
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 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier B
Traits:
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 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 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 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 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
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.
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 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 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
SS
Spell 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.
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 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 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 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 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 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 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 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 B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Allies
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally 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:
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 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.
Blessings
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
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 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
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.
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: 20
Hourglass
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Monster 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 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
SS
Monster 4
Traits:
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
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
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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
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
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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
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
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:
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.
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
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
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
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
Location #3: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 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
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
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, None
Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Voidlord Akinaru (Villain)
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
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.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 35
THEN Combat 45
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
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
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Location #6: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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 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.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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.
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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
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 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
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.

ACG - Arueshalae |

Aruey heads to the Murder Hole and explores to find an Old Salt. Diplomacy auto-success.
Archcountess to examine, it's a Will-o-wisp. Old Salt to explore. I fail the BA check. Recharge Old Deadeye for a die and recharge my other blessing ot use my Searing Arrows.
recharge: 1d4 ⇒ 1
Combat 16+4=20: 1d8 + 6 + 1d8 + 3 + 1d8 + 1d8 ⇒ (2) + 6 + (3) + 3 + (5) + (4) = 23 Defeated. Displayed on Slaying Bolts.
"
Hand: Blessing of Erastil, Starbow, Blessing of Hshurha, Celestial Crossbow +3, Buccaneer's Breastplate, Blessing of the Samurai 1, Arueshalae's Gift,
Displayed: Searing Arrows, Slaying Bolts, Pirate Guard (on Slaying Bolts), Will-o-wisp (on Slaying Bolts),
Deck: 12 Discard: 3 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 |

Blessing of Milani in effect.
Recharge Blessing of Isis to examine Murder Hole card 3: Galvo.
Pass Fortune-Teller to Jirelle.
Alahazra moves by herself to the Murder Hole.
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.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
BYA electricity dmg: 1d6 ⇒ 2 Reveal Reflecting Shield to prevent.
combat 18 +4 -2 casting Volcanic Storm, aided by Arueshalae's Gift (CHA), revealing Magnetic Grimoire: 1d12 + 3d6 + 2d4 + 10 ⇒ (8) + (1, 2, 5) + (2, 3) + 10 = 31
Recharge Blessing of Milani to examine Murder Hole card 4: Giant Spyglass Octopus. Recharge Wayfarer to use Eagle Aerie to move to Sea Fort. Bringing Arueshalae if she wants.
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Volcanic Storm: Divine 13: 1d12 + 2d4 + 8 ⇒ (11) + (4, 3) + 8 = 26 -> Volcanic Storm recharged.
Alahazra resets their hand.
Hand: Aqueous Orb, Reflecting Shield, Binder's Tome, Magnetic Grimoire, Ice Chemist, Blessing of the Spellbound (3), Blessing of the Spellbound (2), Blessing of Sivanah, Blessing of Achaekek,
Displayed: Eagle Aerie,
Deck: 10 Discard: 3 Buried: 0
"Current Location: Sea Fort
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Blessing of Achaekek: Discard this card to add 2 dice to any check to defeat a villain or henchman.
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.
Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4. (Note this only adds the cold trait to my checks.)
Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Movement: Move me to the NA if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): 0
Recharged: Giffer Tibbs, Channel the Gift, Fire Snake, Rejuvenation, Blessing of Abadar, Major Cure, Blessing of Isis, Blessing of Milani, Wayfarer, 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 (or to allow a character at your location to add a card from his discard pile to his hand).
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Murder Hole Card 3 banished. Card 4 examined: Giant Spyglass Octopus.
Passed Fortune-Teller to Jirelle.

Jirelle 12789 |

Out of Turn Updates: Healed for 3 by Meliski; Assume Arueshalae does not want to hang around giant spyglass octopus and moves back
Turn Order: Meliski, Arueshalae, Alahazra, Jirelle
Turn - Hour: 12 - Hourglass Card 2 Jirelle/Zalarian Blessing of Norgorber
SOT: None
Give Card: None
Move: Sea Fort -> Sharkskin Reef bringing Alahazra and Meliski
Reveal fortune teller and select Bane
Encounter: Sharkskin Reef Card 1 (Seaweed Siren)
Aquatic reduced by 2
Will use Arueshalae's gift to add d4+2
Wisdom Check DC 12-2=10: 1d8 + 2 + 1d4 + 2 ⇒ (1) + 2 + (1) + 2 = 6 Not Quite
Wisdom Check DC 12-2=10 Swashbuckling: 1d8 + 2 + 1 + 2 ⇒ (7) + 2 + 1 + 2 = 12 1st Success
Wisdom Check DC 12-2=10: 1d8 + 2 + 1d4 + 2 ⇒ (1) + 2 + (1) + 2 = 6 Not Quite
Wisdom Check DC 12-2=10 Swashbuckling: 1d8 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9 Not Quite
Ask Meliski to recharge a card
Wisdom Check DC 12-2=10 with Meliski assist: 1d8 + 2 + 1d4 + 2 ⇒ (3) + 2 + (1) + 2 = 8 Not Quite
Wisdom Check DC 12-2=10 Hero Point: 1d8 + 2 + 1d4 + 2 ⇒ (3) + 2 + (3) + 2 = 10 2nd Success
Wisdom Check DC 12-2=10: 1d8 + 2 + 1d4 + 2 ⇒ (1) + 2 + (4) + 2 = 9 Not Quite
Wisdom Check DC 12-2=10 Swashbuckling : 1d8 + 2 + 4 + 2 ⇒ (4) + 2 + 4 + 2 = 12 3rd Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
Will now take free explore
Explore: Sharkskin Reef Card 2: Great White Shark
Sea Fort reduces by 2
Keen Rapier +3 Combat Check DC 16-2=14: 1d10 + 2d4 + 8 ⇒ (9) + (1, 4) + 8 = 22 23 - Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
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
Will discard Blessing of the Vaultmaster to explore
Explore: Sharkskin Reef Card 3: Oni Mariner
Bury top card of deck: Aiger's Kiss
Random Sap for dex/acrobatics check: 1d4 ⇒ 4 Jirelle is the Sap again
Alahazra reveals Magnet grimoire to add d4
Acrobatics Check DC 11: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (2) = 8 Not Quite
Acrobatics Check DC 11: 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
For combat check, will recharge Blessing of Zon-Kuthon to add 2 dice and Alahazra will reveal binders tome
May discard cutlass to add d4
If the monster is undead or pirate, d4 is added. Add 1 for each d4 with a 4
Keen Rapier +3 Combat Check DC 26: 1d10 + 2d4 + 8 + 2d10 + 1d4 ⇒ (4) + (3, 4) + 8 + (7, 6) + (1) = 33 35 - Monster defeated
Swashbuckling trait allows reroll of 1 die if desired
Did not have acid or fire so must bury card..choose bottom (Blessing of Zon-Kuthon)
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Will banish Dandy Brute to close
Blessings discarded: 1d4 ⇒ 2 Hourglass Card 3 Meliski/Grimsnik Blessing of Gorum and Hourglass Card 4 Arueshalae/cartmanbeck Blessing of Kelizandri are discarded
At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
Jirelle ends her turn and uses her power to move 3 of us back to Sea Fort with Arueshalae
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w2Corrosive Backsword +4, w1Keen Rapier +3, Diviner's Blight, Blessing of the Midnight Lord, Blessing of Achaekek, Fortune-Teller2, Old Salt,
Displayed:
Deck: 8 Discard: 9 Buried: 3
Hero Points: 8
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
5-6B: Master of the Gales / Staff of Weather.
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.
5-6E: For the rest of the Adventure Path, after drawing your starting hand,you may shuffle an ally and/or a blessing from the game box into your deck.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (10) + 2 (closing of fort hazard)
Notes for Meliski: recharged a card for Jirelle
Additional Info 1: outsiders are tougher unless bury top/bottom card/ may get haunted
Additional Info 2: aquatic/ships reduced by 2
Location #1: Murder Hole 4-10 remain // 4=Giant Spyglass Octopus
Location #2: Sea Caves 1-10 remain // 1=Siren Caller
Location #3: Torture Pit 1-3 remain // 1=Jellyfish Swarm
Jirelle, Alahazra, Meliski, Arueshalae - Location #4: Sea Fort CLOSED remain
Location #5: Fort Hazard 1-5 remain // ?= villain
Location #6: Sharkskin Reef CLOSED //

BR AAUGHWHY |
Aruey still needs to make the DEX/Acro 13 check or take damage from the Galvo. Also, she may either be at the Sea Fort or remain at the Murder Hole at her discretion.
Also, no blessings needed to be discarded as far as I can tell. Jirelle may have been looking at the When Perm Closed for Fort Hazard, right above Sharkskin Reef
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 start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. (From closing Sea Fort)
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. 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 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 13, Meliski/Grimsnik
Monsters
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
SS
Monster B
Traits:
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 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 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 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Barriers
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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 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 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.
Weapons
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 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
SS
Weapon 5
Traits:
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
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 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 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.
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 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 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 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 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 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 5
Traits:
Accessory
Piercing
Magic
To Acquire:
Arcane
Melee
Divine 10
If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
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 4
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 10
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.
Allies
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Ally 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:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 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.
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
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
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 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
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.
Current Hour:
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 17
Hourglass
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 4 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/cartmanbeck, None
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
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
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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
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
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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
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
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:
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.
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
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
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
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
Location #3: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 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
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
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Alahazra/Bigguyinblack, None
Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Voidlord Akinaru (Villain)
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
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.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 35
THEN Combat 45
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
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
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Location #6: Sharkskin Reef
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Grimsnik's Meliski |

Shuffle Samisen of Oracular Vision for Jirelle's re-roll.
The hour is of Gorum.
Meliski along with Jirelle and Alahazra travel to the Torture Pit. They head to the back to find a Sentinel Devil. Increase: 1d12 ⇒ 8
Combat 20+8: 2d10 + 4 + 1d4 + 2 + 3d6 ⇒ (10, 7) + 4 + (4) + 2 + (2, 1, 3) = 33 Incease DC due to Outsider trait. Explore bottom card. Cloudburst with Blessing of Abadar and gift. Recharge: 1d4 ⇒ 3
Dex 11: 3d10 + 4 + 1d4 + 2 ⇒ (8, 6, 10) + 4 + (1) + 2 = 31 Fire Snake, Blessing of Gozreh and gift. Sihedron Ring only card in hand so bury it.
Recharge Cloudburst: 1d10 + 4 + 1d4 + 2 ⇒ (5) + 4 + (4) + 2 = 15
Recharge Fire Snake: 1d10 + 4 + 1d4 + 2 ⇒ (6) + 4 + (3) + 2 = 15
Hand: Blessing of Abadar 2, Wayfarer, Holy Javelin, Blessing of the Spellbound, Vampire Bat, Pierce Jerrell,
Displayed:
Deck: 15 Discard: 4 Buried: 1
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 11; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [X] +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 (10) + 2 (closing of fort hazard)
Notes for Jirelle: Used Hero Point
Additional Info 1: outsiders are tougher unless bury top/bottom card/ may get haunted
Additional Info 2: aquatic/ships reduced by 2
Arueshalae - Location #1: Murder Hole 1-7 remain // 1=Giant Spyglass Octopus
Location #2: Sea Caves 1-10 remain // 1=Siren Caller
Jirelle, Alahazra, Meliski, Arueshalae - Location #3: Torture Pit CLOSED
Location #4: Sea Fort CLOSED remain
Location #5: Fort Hazard 1-5 remain // ?= villain
Location #6: Sharkskin Reef CLOSED //

BR AAUGHWHY |
Unfortunately, the Torture Pit has an effect on its back that Meliski must resolve. Alahazra and Jirelle will also have to resolve it unless the Eagle Aerie away
If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
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 start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. (From closing Sea Fort)
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. 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 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 14, Arueshalae/cartmanbeck
Monsters
SS
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
SS
Monster 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 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 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 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Barriers
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier 3
Traits:
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 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 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 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
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
SS
Weapon 3
Traits:
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 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:
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.
Spells
SS
Spell 4
Traits:
Magic
Arcane
Divine
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
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 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.
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 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 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 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:
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 B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
SS
Item 2
Traits:
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 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
Allies
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 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
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 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Blessings
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
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 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
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 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.
Current Hour:
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.
Hours Remaining: 16
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 Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 4 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/cartmanbeck, None
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
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
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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
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
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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
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
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:
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.
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
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
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
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
Location #3: Torture Pit
Closed
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Alahazra/Bigguyinblack, None
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Voidlord Akinaru (Villain)
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
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.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 35
THEN Combat 45
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
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
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Location #6: Sharkskin Reef
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Grimsnik's Meliski |

Bury Protect for Location Power

S&S Alahazra |

Since Meliski couldn't, Alahazra would recharge Blessing of the Spellbound (2) to use Eagle Aerie to move us all to Sea Fort at the end of his turn.

ACG - Arueshalae |

Aruey will encounter and evade that ridiculous Giant Spyglass Octopus.
Blessing of the Samurai to explore again. random: 1d7 ⇒ 3 An Insanity Daemon! Looks like the perfect thing for Aruey to crush relentlessly. Auto-fail the BA check. Using Searing Arrows on it, and using BoErastil to ensure my success. Aside, it's real annoying that it doesn't have the Demon, Devil or Fiend trait so I could use the Celestial Crossbow's bonus die on it.
Combat 20+4=24: 1d8 + 6 + 1d8 + 3 + 1d8 + 2d8 ⇒ (6) + 6 + (4) + 3 + (6) + (3, 6) = 34
I auto-faul the AA check, so I have to reset my hand as if I had a hand size 2. BOOO.
"
Hand: Celestial Crossbow +3, Arueshalae's Gift,
Displayed: Searing Arrows, Slaying Bolts, Pirate Guard (on Slaying Bolts), Will-o-wisp (on Slaying Bolts),
Deck: 13 Discard: 7 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 |

Blessing of Cayden Cailean in effect. Bury Giffer Tibbs to Torture Pit effect.
Recharge Blessing of the Spellbound (2) to examine Murder Hole card 1.
random card ignoring 3: 1d7 ⇒ 1 Giant Spyglass Octopus
Recharge Blessing of the Spellbound (3) to examine Fort Hazard card 1: Pirate Captain,
Alahazra sails everyone to Fort Hazard.
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
BYA recharge Blessing of Sivanah
combat 12 +6 displaying Aqueous Orb, aided by Arueshalae's Gift (CHA), revealing Binder's Tome, aided by bonus vs pirates: 1d12 + 1d6 + 3d4 + 10 ⇒ (2) + (1) + (1, 4, 3) + 10 = 21
BYA Jirelle prevents 1 structural dmg, Someone else discards a card from hand or deck to prevent the other.
End of turn Aqueous Orb goes to recovery, Recharge Blessing of Achaekek to Eagle Aerie to move us all to Sea Fort.
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Aqueous Orb: Divine 11: 1d12 + 2d4 + 8 ⇒ (9) + (2, 3) + 8 = 22 -> Aqueous Orb recharged.
Alahazra resets their hand.
Hand: Channel the Gift, Reflecting Shield, Binder's Tome, Magnetic Grimoire, Ice Chemist, Fire Snake, Rejuvenation, Blessing of Abadar, Major Cure,
Displayed: Eagle Aerie,
Deck: 8 Discard: 3 Buried: 1
"Current Location: Sea Fort
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Blessing of Abadar: Discard to bless twice on a check vs barriers.
Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4. (Note this only adds the cold trait to my checks.)
Movement: Move me to the NA if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): 0
Recharged: Blessing of Isis, Blessing of Milani, Wayfarer, Volcanic Storm, Blessing of the Spellbound (2), Blessing of the Spellbound (3), Blessing of Sivanah, Blessing of Achaekek,
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 (or to allow a character at your location to add a card from his discard pile to his hand).
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Murder Hole card 1 examined: Giant Spyglass Octopus.
Fort Hazard card 1 banished.
Someone needs to discard a card from hand or character deck to prevent 1 structural dmg.

Jirelle 12789 |

Out of Turn Updates: Discarded top of deck for structural (Armor of Skulls)
Turn Order: Meliski, Arueshalae, Alahazra, Jirelle
Turn - Hour: 16 - Hourglass Card 2 Jirelle/Zalarian Blessing of the Gods
SOT: None
Give Card: None
Will have Alahazra use Major cure on Jirelle
Cards Healed: 1d4 + 1 ⇒ (2) + 1 = 3 TBD
Move: Fort Hazard -> Sea Caves (Alone)
Will reveal fortune teller and choose bane
Encounter: Sea Caves Card 1 (Siren Caller)
Will use Arueshalae's gift to add d4+2 and blessing of Achaekek
Since Aquatic, 2 less
Wisdom Check DC 8-2+6=12: 1d8 + 2 + 1d4 + 2 + 1d8 ⇒ (4) + 2 + (1) + 2 + (3) = 12 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
Will do free explore
Explore: Sea Caves Card 2: World Wave
Arueshalae's gift adds d4+2 and recharge old salt for 6
Wisdom Check DC 15: 1d8 + 2 + 1d4 + 2 + 6 ⇒ (1) + 2 + (2) + 2 + 6 = 13 Not Quite
Wisdom Check DC 15 hero point: 1d8 + 2 + 1d4 + 2 + 6 ⇒ (3) + 2 + (1) + 2 + 6 = 14 Not Quite
Wisdom Check DC 15 swashbuckling: 3 + 2 + 1d4 + 2 + 6 ⇒ 3 + 2 + (4) + 2 + 6 = 17 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
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.
Will discard Fortune Teller to explore
Explore: Sea Caves Card 3: Blessing of Gozreh
Gift adds d4+2
Survival Check DC 7: 1d8 + 5 + 1d4 + 2 ⇒ (3) + 5 + (4) + 2 = 14 Auto Success
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.
Will discard Gozreh to explore
Explore: Sea Caves Card 4: Falchion +3
Strength Check DC XX: 1d6 + 0 ⇒ (4) + 0 = 4 No Success
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.
Will discard blessing of the Midnight Lord to explore
Explore: Sea Caves Card 5: Besmaran Vestments
Will choose to banish
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.
At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
Jirelle ends her turn
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand discarding World Wave.
"
Hand: w2Corrosive Backsword +4, w1Keen Rapier +3, Audessa Reyquio, Blessing of Milani, Dreamstalker, Evangelist, l1Brine's Sting,
Displayed:
Deck: 7 Discard: 12 Buried: 3
Hero Points: 8
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight
Recharged: Old Salt,
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
5-6B: Master of the Gales / Staff of Weather.
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.
5-6E: For the rest of the Adventure Path, after drawing your starting hand,you may shuffle an ally and/or a blessing from the game box into your deck.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (14)
Notes for Jirelle: Used 2 Hero Points
Notes for Alahazra: used Major Cure on Jirelle (plus healed 1 for it)
Additional Info 1: outsiders are tougher unless bury top/bottom card/ may get haunted
Additional Info 2: aquatic/ships reduced by 2
Arueshalae - Location #1: Murder Hole 1, (Random 2,4-7) remain // 1=Giant Spyglass Octopus
Jirelle - Location #2: Sea Caves 6-10 remain
Location #3: Torture Pit CLOSED //
Location #4: Sea Fort CLOSED remain
Alahazra, Meliski, Arueshalae - Location #5: Fort Hazard 1-5 remain // ?= villain
Location #6: Sharkskin Reef CLOSED //

S&S Alahazra |

cast Rejuvenation instead of Major Cure: 2d4 ⇒ (3, 4) = 7
Alahazra attempts to recover all cards in their Recovery pile.
Rejuvenation: Divine 16: 1d12 + 1d4 + 6 ⇒ (6) + (3) + 6 = 15 -> Rejuvenation discarded.

BR Zalarian |

Alahazra used rejuvenation instead and healed for 7..updated hand...
"
Hand: w2Corrosive Backsword +4, w1Keen Rapier +3, Audessa Reyquio, Fencer, Armor of Skulls, Cut-Throat Grok, Diviner's Blight,
Displayed:
Deck: 11 Discard: 8 Buried: 3
Hero Points: 8
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight
Recharged: Old Salt,
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
5-6B: Master of the Gales / Staff of Weather.
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.
5-6E: For the rest of the Adventure Path, after drawing your starting hand,you may shuffle an ally and/or a blessing from the game box into your 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 start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. (From closing Sea Fort)
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. 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 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 17, Meliski/Grimsnik
Monsters
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
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 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 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.
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 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Barrier 5
Traits:
Task
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.
Weapons
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:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
Weapon 5
Traits:
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 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Spells
SS
Spell 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 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 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 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 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armors
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 5
Traits:
Heavy Armor
Magic
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.
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
SS
Item 5
Traits:
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:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
SS
Item 5
Traits:
Accessory
Magic
Swashbuckling
To Acquire:
Charisma
Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Allies
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 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 4
Traits:
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.
Blessings
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
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 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.
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: 13
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 Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/cartmanbeck, Giant Spyglass Octopus
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
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
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
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
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.
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Jirelle/Zalarian, None
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
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
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
Location #3: Torture Pit
Closed
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Grimsnik, Alahazra/Bigguyinblack, Voidlord Akinaru (Villain)
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.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 35
THEN Combat 45
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
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
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Location #6: Sharkskin Reef
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Grimsnik's Meliski |

The hour is of Asmodeus.
Meliski and Alahazra head to Murder Hole. Explore bottom card and shuffle location deck.
Meliski talks Rosie into joining up. Charisma 6: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11 Discard Vampire Bat to examine top card, then may explore
Card #: 1d5 ⇒ 3
Norgorber Cultist attack the Windjammers. Meliski impales them with his holy javelin.Combat 19+4: 2d10 + 4 + 1d4 + 2 + 1d4 ⇒ (10, 4) + 4 + (2) + 2 + (3) = 25 Holy Javelin, gift, tome, recharge blessing of spellbound
EOT- Recharge Rosie to take Alahazra back to Sea Fort.
Recharge Holy Javelin: 1d10 + 4 + 1d4 + 2 + 1d4 ⇒ (1) + 4 + (4) + 2 + (2) = 13
Hand: Blessing of Abadar 2, Wayfarer, Holy Feast, Pyromaniac Mage, Wand of Flying, Pierce Jerrell,
Displayed:
Deck: 14 Discard: 5 Buried: 2
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 11; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [X] +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: Used 2 Hero Points
Notes for Alahazra: used Major Cure on Jirelle (plus healed 1 for it)
Additional Info 1: outsiders are tougher unless bury top/bottom card/ may get haunted
Additional Info 2: aquatic/ships reduced by 2
Arueshalae - Location #1: Murder Hole (Random 1,2,4,5) remain // 1=Giant Spyglass Octopus
Jirelle - Location #2: Sea Caves 1-5 remain
Location #3: Torture Pit CLOSED //
Alahazra, Meliski - Location #4: Sea Fort CLOSED remain
Location #5: Fort Hazard 1-5 remain // ?= villain
Location #6: Sharkskin Reef CLOSED //

ACG - Arueshalae |

Aruey explores at the Murder Hole.
random: 1d4 ⇒ 4 card 5, which is a Pirate Bomber. Meliski and I each take 1d4 Fire damage.
Fire: 1d4 - 3 ⇒ (2) - 3 = -1 None for me.
I'll recharge my crossbow to add 1d8 from the Slaying Bolts.
Combat 22: 1d8 + 6 + 1d8 + 3 + 1d8 - 1 ⇒ (7) + 6 + (3) + 3 + (3) - 1 = 21 Requesting a reroll from Meliski on both d8s.
reroll: 2d8 + 15 ⇒ (4, 7) + 15 = 26 Defeated.
Then we're both dealt 1d4 Poison damage.
Poison: 1d4 - 3 ⇒ (3) - 3 = 0 None for me.
"
Hand: Wayfarer, Mantis Mask, Steal Soul, Blessing of the Archdevils 1, Blessing of the Samurai 2, Slip, Arueshalae's Gift,
Displayed: Searing Arrows, Slaying Bolts, Pirate Guard (on Slaying Bolts), Will-o-wisp (on Slaying Bolts), Pirate Shade Haunt,
Deck: 8 Discard: 7 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 Major Cure on self: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Alahazra attempts to recover all cards in their Recovery pile.
Major Cure: Divine 10: 1d12 + 2d4 + 8 ⇒ (2) + (2, 2) + 8 = 14 -> Major Cure recharged.
Blessing of the Gods in effect.
Recharge Blessing of Abadar to examine Murder Hole card 1
random card 1=1 2=2 3=4: 1d3 ⇒ 1 Giant Spyglass Octopus
Alahazra casts Channel the Gift for Aqueous Orb.
Alahazra moves by herself to Murder Hole.
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.
each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
BYA dexterity 12 using Fire Snake, aided by Arueshalae's's Gift (CHA), revealing Binder's Tome: 1d12 + 2d4 + 8 ⇒ (5) + (3, 3) + 8 = 19
combat 18 +4 -2 displaying Aqueous Orb, aided by Arueshalae's's Gift (CHA), revealing Binder's Tome: 1d12 + 1d6 + 2d4 + 10 ⇒ (12) + (3) + (1, 2) + 10 = 28
combat 18 +4 -2 displaying Aqueous Orb sending it to recovery, aided by Arueshalae's's Gift (CHA), revealing Binder's Tome: 1d12 + 3d6 + 2d4 + 10 ⇒ (7) + (6, 6, 3) + (1, 2) + 10 = 35
Recharge Binder's Tome to Eagle Aerie to move to Sea Fort.
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Channel the Gift: Divine 14: 1d12 + 2d4 + 8 ⇒ (11) + (2, 2) + 8 = 23 -> Channel the Gift recharged.
Fire Snake: Divine 8: 1d12 + 2d4 + 8 ⇒ (10) + (2, 3) + 8 = 23 -> Fire Snake recharged.
Aqueous Orb: Divine 11: 1d12 + 2d4 + 8 ⇒ (12) + (2, 4) + 8 = 26 -> Aqueous Orb recharged.
Alahazra resets their hand.
Hand: Wayfarer, Reflecting Shield, Volcanic Storm, Magnetic Grimoire, Ice Chemist, Vengeful Storm, Blessing of Milani, Blessing of Isis, Blessing of the Spellbound (3),
Displayed: Eagle Aerie,
Deck: 12 Discard: 0 Buried: 1
"Current Location: Sea Fort
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.
Blessing of Isis: Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct trait.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4. (Note this only adds the cold trait to my checks.)
Movement: Move me to the NA if my location closes.
Other: Hi I'm Alahazra! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Rejuvenation, Blessing of Achaekek, Imp, Blessing of the Spellbound (1), Blessing of the Spellbound (2), Blessing of Sivanah
Recharged: Major Cure, Blessing of Abadar, Binder's Tome, Channel the Gift, 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 (or to allow a character at your location to add a card from his discard pile to his hand).
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Murder Hole card 1 banished.

Jirelle 12789 |

Out of Turn Updates: Based on discussion in hangouts, Meliski wasn't at Murder Hole since he recharged card to move back to sea fort. Arueshalae thought she was 1 off due to haunt..but since she evaded octopus she never got a haunt and therefore succeeded on check.
Turn Order: Meliski, Arueshalae, Alahazra, Jirelle
Turn - Hour: 20 - Hourglass Card 3 Jirelle/Zalarian
Blessing of Pharasma
SOT: I probably shouldn't have stayed here if I realized villain's slipperiness (or use fortune-teller for that matter)..oh well
reveal Audessa for 1
Fortitude Check DC 6: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Give Card: None
Move: Stay at Sea Caves
Location Powers: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
Explore: Sea Caves Card 1: Royster McCleagh
reveal Audessa for 1
Diplomacy Check DC 7: 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13 Auto Success
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.
Will discard Fencer to explore
Explore: Sea Caves Card 2: Illusory Wall
If the monster is undead or pirate, 1d4 is added;this weapon can be used on barriers as well
reveal audessa for 1
Corrosive Backsword +4 Finesse Melee Check DC 6+6=12: 1d10 + 1d6 + 9 + 1 ⇒ (5) + (1) + 9 + 1 = 16 Barrier automatically defeated
If barrier defeated, may examine top card of 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.
First must resolve Bane and examine top card and will keep on top - Sea Caves Card 3: Drowning Devil
Reveal Royster and recharge aristocrat Fencer
Will discard Grok to explore for swashbuckling combat
Explore: Sea Caves Card 3: Drowning Devil
Will bury bottom card (Fencer) to keep checks down
No spells to worry about
reveal audessa for 1 and ask Arueshalae to recharge samurai for a die
Will use Arueshalae's gift 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 27: 1d10 + 2d4 + 8 + 1 + 1d10 + 1d4 + 2 ⇒ (1) + (4, 4) + 8 + 1 + (1) + (1) + 2 = 22 +2 due to sharpness 24 is still not enough
Keen Rapier +3 Combat Check DC 27 Swashbuckling: 1d10 + 4 + 1 + 4 + 1 + 8 + 1 + 1 + 1 + 2 ⇒ (6) + 4 + 1 + 4 + 1 + 8 + 1 + 1 + 1 + 2 = 29 Success
Swashbuckling trait allows reroll of 1 die if desired
Will reveal Audessa and ask Alahazrato discard a blessing of her choice
Fortitude Check DC 10: 1d6 + 2 + 1 + 1d6 ⇒ (4) + 2 + 1 + (2) = 9 Not Quite
Fortitude Check DC 10 Swashbuckling: 4 + 2 + 1 + 1d6 ⇒ 4 + 2 + 1 + (3) = 10 Success
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Will attempt closing check by defeating random aquatic
Aquatic reduces it by 2
Will discard to add another 2d6, reveal audessa for 1 and use gift
Corrosive Backsword +4 Finesse Melee Check DC 21: 1d10 + 1d6 + 9 + 1d4 + 2 + 2d6 + 1 ⇒ (6) + (3) + 9 + (3) + 2 + (3, 6) + 1 = 33 Monster Barrier defeated
Corrosive Backsword +4 Finesse Melee Check DC 21: 1d10 + 1d6 + 9 + 1d4 + 2 + 2d6 + 1 ⇒ (10) + (4) + 9 + (3) + 2 + (5, 6) + 1 = 40 Monster Barrier defeated
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Sea Caves are closed
At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
Jirelle ends her turn using power to move to sea fort
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w1Keen Rapier +3, Armor of Skulls, Diviner's Blight, Audessa Reyquio, Royster McCleagh, Hellknight Armor, Belt of Physical Might#Classic,
Displayed:
Deck: 9 Discard: 10 Buried: 4
Hero Points: 8
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight
Recharged: Old Salt,
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
5-6B: Master of the Gales / Staff of Weather.
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.
5-6E: For the rest of the Adventure Path, after drawing your starting hand,you may shuffle an ally and/or a blessing from the game box into your deck.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card = Current Turn - BR Refresh Turn (17)
Notes for Arueshalae: Jirelle used Samurai
Notes for Jirelle: Used 2 Hero Points
Notes for Alahazra: Jirelle used a blessing
Additional Info 1: outsiders are tougher unless bury top/bottom card/ may get haunted
Additional Info 2: aquatic/ships reduced by 2
Arueshalae - Location #1: Murder Hole (Random 2,4) remain
Location #2: Sea Caves CLOSED remain
Location #3: Torture Pit CLOSED //
Alahazra, Meliski, Jirelle - Location #4: Sea Fort CLOSED remain
Location #5: Fort Hazard 1-4 remain // ?= villain
Location #6: Sharkskin Reef CLOSED //

BR AAUGHWHY |
During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)
2=Spell
3=Armor
4=Item
5=Ally
6=Your choice of above
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 start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. (From closing Sea Fort)
Additional Rules:
None Villain 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 35 THEN Combat 45
This monster is immune to the Cold trait. When encountered, a random other open location cannot be temporarily closed. Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile. If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
SS Henchman 6
Type: Monster
Traits: Outsider Devil Aquatic
To Defeat: Combat 27
The Drowning Devil is immune to the Fire and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait. After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck. 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 20
The Sentinel Devil is immune to the Fire and Poison traits. If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Monster
Traits: Giant Outsider
To Defeat: Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.
SS Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 21, Meliski/Grimsnik
Monsters
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
SS
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Barriers
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 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 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier B
Traits:
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 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:
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 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 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
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.
Spells
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
SS
Spell 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 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
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
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Armors
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 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 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 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.
SS
Item B
Traits:
Tool
To Acquire:
Wisdom
Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
SS
Item 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 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Allies
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS
Ally 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
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 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 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
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
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 9
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 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 Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Murder Hole
At This Location: The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Arueshalae/cartmanbeck,
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.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Sea Caves
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Torture Pit
Closed
At This Location: If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Alahazra/Bigguyinblack, None
Location #5: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Voidlord Akinaru (Villain)
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.
None
Villain 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 35
THEN Combat 45
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.
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
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Location #6: Sharkskin Reef
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Grimsnik's Meliski |

The hour is of the Gods.
Meliski actives his wand of flying to scout. He then brings Jirelle and Alahazra with him to Murder Hole. Murder Hole- Ambrose "Fishguts" Kroop; Fort Hazard- Barracuda Aiger
Meliski prepares a feast for everyone. Everyone heal 3 cards Cards not healed: 2d5 ⇒ (2, 3) = 5
Meliski convinces Ambrose "Fishguts" Kroop to join up. Auto-succeed with gift
EOT- Recharge Ambrose "Fishguts" Kroop to move Everyone back to Sea Fort.
Recharge Wand: 1d10 + 4 + 1d4 + 2 ⇒ (10) + 4 + (2) + 2 = 18
Hand: Blessing of Abadar 2, Wayfarer, Spiny Shield, Pyromaniac Mage, Samisen of Oracular Vision, Pierce Jerrell,
Displayed:
Deck: 17 Discard: 3 Buried: 2
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 11; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [X] +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 (17)
Notes for Arueshalae: Jirelle used Samurai, heal for 3
Notes for Jirelle: Used 2 Hero Points, heal for 3
Notes for Alahazra: Jirelle used a blessing
Additional Info 1: outsiders are tougher unless bury top/bottom card/ may get haunted
Additional Info 2: aquatic/ships reduced by 2
Location #1: Murder Hole 2 remain // 2=Henchman
Location #2: Sea Caves CLOSED remain
Location #3: Torture Pit CLOSED //
Alahazra, Meliski, Jirelle, Arueshalae - Location #4: Sea Fort CLOSED remain
Location #5: Fort Hazard 1-4 remain // 1=Barracuda Aiger, ?= villain
Location #6: Sharkskin Reef CLOSED //

ACG - Arueshalae |

Thanks for the heals, Meliski! I buried Slip to get rid of that haunt earlier.
Aruey has no weapon, so she'll move to Fort Hazard and explore to pick up Barracuda Aiger.
Ranged 9: 1d8 + 6 ⇒ (1) + 6 = 7 Booo.
Use Slip to examine the next card, it's the villain. I want it to stay on top, so I'll attempt Slip's required Knowledge check.
Knowledge 7: 1d12 + 4 ⇒ (7) + 4 = 11 Success. The villain is the top card of Fort Hazard.
I'll bury Wayfarer to move back to Sea Fort.
"
Hand: Nightwalker Isra, Mantis Mask, Steal Soul, Blessing of the Archdevils 1, Blessing of the Samurai 2, Thieves' Tools, Arueshalae's Gift,
Displayed: Searing Arrows, Slaying Bolts, Pirate Guard (on Slaying Bolts), Will-o-wisp (on Slaying Bolts), Pirate Shade Haunt,
Deck: 9 Discard: 5 Buried: 2
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 |

Blessing of the Gods in effect.
Alahazra takes everyone to the Murder Hole.
Skip free explore, Discard Wayfarer to explore.
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA random character 1-Meliski 2-Arueshalae 3-Alahazra 4-Jirelle: 1d4 ⇒ 2
Arueshalae must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. Bury bottom card of my deck: Blessing of Isis to prevent scenario effect.
combat 26 +4 casting Vengeful Storm (acid) (cold), recharge Blessing of the Spellbound (3), revealing Ice Chemist, revealing Magnetic Grimoire, aided by Wayfarer: 2d12 + 2d6 + 1d8 + 1d10 + 1d12 + 2d4 + 8 ⇒ (3, 3) + (2, 5) + (3) + (10) + (10) + (2, 3) + 8 = 49
Arueshalae presumably displays Steal Soul.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
combat 7 +4 +6 revealing Ice Chemist to add the cold trait, revealing Magnetic Grimoire, aided by Arueshalae's Gift (STR), aided by Wayfarer, discarding Blessing of Milani, aided by bonus vs pirates: 2d4 + 3d4 + 2d6 + 2 ⇒ (1, 3) + (4, 1, 1) + (3, 2) + 2 = 17
No item or weapon in discard to bury.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
combat 8 +4 +6 casting Volcanic Storm, revealing Magnetic Grimoire, aided by bonus vs pirate, aided by Wayfarer: 1d12 + 5d6 + 2d4 + 8 ⇒ (3) + (1, 1, 5, 1, 4) + (1, 4) + 8 = 28
Alahazra ends their turn.
Alahazra attempts to recover all cards in their Recovery pile.
Vengeful Storm: Divine 16: 1d12 + 2d4 + 6 ⇒ (9) + (2, 2) + 6 = 19 -> Vengeful Storm recharged.
Volcanic Storm: Divine 13: 1d12 + 1d4 + 6 ⇒ (12) + (2) + 6 = 20 -> Volcanic Storm recharged.
Alahazra resets their hand.
Hand: Rejuvenation, Reflecting Shield, Imp, Magnetic Grimoire, Ice Chemist, Blessing of the Spellbound (1), Blessing of Achaekek, Blessing of Sivanah, Blessing of the Spellbound (2),
Displayed: Eagle Aerie,
Deck: 9 Discard: 2 Buried: 2
"Current Location: Murder Hole
Hero Points: 7"
"NOTES:
Available Support: Blessings are available for use.
Folio Reroll:Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Ice Chemist: On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4. (Note this only adds the cold trait to my checks.)
Blessing of Achaekek: Discard this card to add 2 dice to any check to defeat a villain or henchman.
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): 0
Recharged: Major Cure, Blessing of Abadar, Binder's Tome, Channel the Gift, Fire Snake, Aqueous Orb, Blessing of the Spellbound (3), Vengeful Storm, 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 (or to allow a character at your location to add a card from his discard pile to his hand).
If your combat check has the Attack trait, add 2 to it. ([ ] You may also add the Fire trait.)
Murder Hole is closed.
Arueshalae must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
Arueshalae may cast Steal Soul.
cast Rejuvenate on Jirelle at the start of her turn: 2d4 ⇒ (3, 4) = 7
At the start of Jirelle's turn display Imp to draw 2 cards: Major Cure and Blessing of Abadar. Imp is discarded at end of turn.
Alahazra attempts to recover all cards in their Recovery pile.
Rejuvenation: Divine 16: 1d12 + 2d4 + 8 ⇒ (5) + (1, 4) + 8 = 18 -> Rejuvenation recharged.

Jirelle 12789 |

Out of Turn Updates: Healed for 3+7 cards
Turn Order: Meliski, Arueshalae, Alahazra, Jirelle
Seeking some miracles
Turn - Hour: 24 - Hourglass Card 3 Jirelle/Zalarian Blessing of Hshurha
SOT: use Paizo mat to discard hellknight armor and draw a card (Fortune-Teller)
Give Card: None
Move: Stay at Sea Fort
Skipping explore
At the start of the first turn, each character who has completed 5-P2: Heaven’s Call may recharge 3 cards to draw an ally from the box.
When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12.
When you encounter a bane, if you do not defeat it, display the henchman Pirate Shade Haunt next to your character card.
Jirelle ends her turn discarding all but weapon, Audessa and belt
Jirelle attempts to recover all cards in her Recovery pile.
Jirelle resets her hand.
"
Hand: w1Keen Rapier +3, Belt of Physical Might#Classic, Audessa Reyquio, Cut-Throat Grok, World Wave, w2Corrosive Backsword +4, Blessing of the Midnight Lord,
Displayed:
Deck: 14 Discard: 5 Buried: 4
Hero Points: 8
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
5-6B: Master of the Gales / Staff of Weather.
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.
5-6E: For the rest of the Adventure Path, after drawing your starting hand,you may shuffle an ally and/or a blessing from the game box into your deck.

Grimsnik's Meliski |

The hour is of the Gods.
Using playmat to discard Samisen of Oracular Vision and drawing Life Leech
Meliski send Wayfarer to assist Jirelle. Give Wayfarer to Jirelle
EOT- discard Pierce and draw up.
Hand: Blessing of Abadar 2, Vampire Bat, Spiny Shield, Pyromaniac Mage, Life Leech, Holy Javelin,
Displayed:
Deck: 14 Discard: 5 Buried: 2
Notes: T-Shirt Re-roll: Available. Playmat: Available; Hero Point x 11; Recharges in order- ; Blessings are available.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2 [ ] +3
Disable: Dexterity +2
Constitution d6 [x] +1 [X] +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.