[ACG][CAG II] AAUGHWHY's Season of Tapestry's Tides (Windjammers) (Inactive)

Game Master AAUGHWHY

Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)

Non-Loot Rewards:
5-1B: When you would stash any number of Plunder cards, any character may instead choose a basic boon from the box and shuffle it into their deck

5-1C: When you make a Survival Check, you may bury a boon to use STR, CON, or INT die instead of the normal one.

5-1E: You may add 1d4 to checks vs Undead banes. You may bury a card to Banish a Pirate Shade Haunt displayed next to your character

AD 1: 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.

AD 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.

AD 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.

5-6D: 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.

Plunder:

Plunder Table

Spoiler:
1- Weapon
2- Spell
3- Armor
4- Item
5- Ally
6- Your Choice of Above

Stashed Plunder

Spoiler:
Weapon x1
Item x1

Current Ship:

Wavecrest (Intact)

Spoiler:
Ship 4 (Class 4)
To Defeat: Arcane/Divine 11 OR Wisdom/Survival 10 OR Constitution/Fortitude 11

When Encountering: If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.

When Commanding: Reduce Structural damage to this ship by 1 for each character on the ship.

If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.

Wavecrest (Wrecked)

Spoiler:
To Repair: Craft

While Commanding:At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.


Turn Order:

1-Meliski
2-Arueshalae
3-Alahazra
4-Jirelle

Adventure Deck # = 6


1,401 to 1,415 of 1,415 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

Female Half-Elf | My Deck Handler Tier 2 Swashbuckler (Rogue / UI) (12789-1006)

Out of Turn Updates: First must encounter Pirate Entertainments:

If the monster is undead or pirate, 1d4 is added;this weapon can be used on barriers as well
May discard to add another 2d6
Will reveal both allies to add 2
Corrosive Backsword +4 Finesse Melee Check DC 7+6+3=16: 1d10 + 1d6 + 9 + 2 ⇒ (10) + (4) + 9 + 2 = 25 Barrier defeated
If barrier defeated, may examine top card of location deck - since fog bank choose not to

On Arueshalae's turn, must bury card (Blessing of the Gods) and then encounter ship.
Random Roll: 1d18 ⇒ 17 Abrogail's Fury
recharge some cards: 1d4 ⇒ 1 Keen Rapier..there goes my swashbuckling

Will reveal allies to add 2
Survival Check DC 11: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9 Not Quite..structural damage is reduced by ship and power

Abrogail's Fury:

6 6 Dexterity/Ranged 13
OR
Wisdom/Survival 11"
Before you act, recharge 1d4 random cards from your hand.

Now for the Buccaneer

If the monster is undead or pirate, 1d4 is added;this weapon can be used on barriers as well
May discard to add another 2d6
Will reveal allies to add 2
Corrosive Backsword +4 Finesse Melee Check DC 8+6=14: 1d10 + 1d6 + 9 + 1d4 + 2 ⇒ (1) + (5) + 9 + (3) + 2 = 20 Monster defeated

Turn Order: Jirelle, Meliski, Arueshalae, Alahazra

Turn - Hour: 17 - Blessing of Asmodeus

SOT:
See what the wind brings today...
Will reveal allies to add 2 a long with tome
Charisma Check DC 12: 1d8 + 2 + 2 + 1d4 ⇒ (8) + 2 + 2 + (1) = 13 Success - Draw a card(Brine's Sting - fortune is favorable today)

Give Card: None
Move: stay at Fogbank
Explore: Fog Bank Card 1: Gargiya

Will reveal allies to add 2
If the monster is undead or pirate, 1d4 is added;this weapon can be used on barriers as well
May discard to add another 2d6
Will use ship ability to discard a blessing to add a d12
Corrosive Backsword +4 Finesse Melee Check DC 25: 1d10 + 1d6 + 9 + 2 + 1d12 ⇒ (10) + (2) + 9 + 2 + (5) = 28 Monster defeated
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired
Fire Damage..Al,J,M,Ar due to Al having protect spell: 1d8 - 2 ⇒ (4) - 2 = 21d8 ⇒ 41d8 ⇒ 11d8 - 3 ⇒ (4) - 3 = 1 Protect is usually too painful to use if everyone takes damage;Alrushalae takes 2 damage after shield; discard Quick-Change Mask, Deadened Shadows Cloak, Master of the Gales, w2Corrosive Backsword +4
Assume that Meliski recharges phoenix cloak
Arueshalae takes 1 fire after resistance

Gargiya:

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.

Reminder of Scenario changes:

You may not play this scenario unless you have completed scenarios 5-6A through 5-6E.

At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:

1. Shuffle your hand into your deck, then draw the same number of cards.
2. Choose a random card, then either discard it or shuffle it into another character’s deck.
3. Move to a random open location, then you cannot move this turn.
4. Display the henchman Pirate Shade Haunt next to your character card.
5. You are dealt 1 Mental damage that cannot be reduced.
6. Summon and encounter the henchman Animate Dream.

After you discard cards as structural damage, discard an equal number of cards from your deck.

Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.

Jirelle ends her turn

Jirelle attempts to recover all cards in her Recovery pile.

Jirelle resets her hand.

"

Jirelle wrote:

Hand: Evangelist, l1Brine's Sting, Audessa Reyquio, Blessing of Milani, Merrill Pegsworthy, Fencer, Old Salt,

Displayed:
Deck: 10 Discard: 7 Buried: 4
Hero Points: 7
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: Dandy Brute, Armor of Skulls, Blessing of the Vaultmaster, Blessing of Zon-Kuthon, Belt of Physical Might#Classic, Corlan, Fortune-Teller, Slip, Wand of Flame
Recharged: w1Keen Rapier +3,
Discard Pile:Blessing of the Midnight Lord, Blessing of the Mantis God, Blessing of Besmara, Quick-Change Mask, Deadened Shadows Cloak, Master of the Gales, w2Corrosive Backsword +4,
Buried Pile:Ophidian Armor, Baby Triceratops, l2Aiger's Kiss, Blessing of the Gods,

Skills and Powers:
SKILLS
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).

Tapestry Benefits:

Ship Inventory: Mistmourn, Sea Chanty, Come What May, 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.
5-6D: 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) + 1 (Wereshare Pirate)
Notes for Arueshalae: Healed 5, took 4-3=1 fire damage
Notes for Meliski: took 1 fire damage
Notes for Jirelle: used 3 HP
Notes for Alahazra: took 4-2=2 fire damage
Additional Info 1: SOT Charisma/Perception 12 to draw card or random
Additional Info 2: cards discarded to structural damage cause more damage / BYA henchman/villain bury card from hand or deck(top or bottom) & enc random ship
Jirelle, Alahazra, Arueshala, Meliski - Location #1: Fog Bank 2-8 remain
Location #2: Pinnacle Atoll CLOSED remain
Location #3: Theater of Corruption 1-6 remain
Location #4: Gozreh's Flow CLOSED remain
Location #5: Teleportation Chamber CLOSED //
Location #6: Fringes of the Eye CLOSED remain


Deck Handler Looking for: Spell 6, Ally 6, Blessing 6

Discard Blessing of the Spellbound (3) and Volcanic Storm to fire dmg. Since Reflecting Shield says I can play another armor Alahazra will cast Protect reducing fire damage to Jirelle and taking 2 combat dmg that I will reduce with Reflecting Shield.

Alahazra attempts to recover all cards in their Recovery pile.
Protect: Divine 8: 1d12 + 1d4 + 6 ⇒ (5) + (4) + 6 = 15 -> Protect recharged.


Aruey discards Nightwalker Isra to Fire damage.


Female Half-Elf | My Deck Handler Tier 2 Swashbuckler (Rogue / UI) (12789-1006)

After discussion with dealing with fire damage, Jirelle will continue her turn updating hand.

Current hand after dealing with Gargiya:

Jirelle wrote:

Hand: Evangelist, l1Brine's Sting, Audessa Reyquio, Quick-Change Mask, Deadened Shadows Cloak, Master of the Gales, w2Corrosive Backsword +4,

Displayed:
Deck: 14 Discard: 3 Buried: 4
Hero Points: 7
"NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight"

Will discard Master of the Gales to explore

Explore: Fog Bank Card 2: Pirate Hunting
Random Ship Encountered: 1d18 ⇒ 10 Deathknell

Pirate Hunting:

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.

Will use Arueshalae's gift to add d4+2
Will reveal Evangelist and Audessa to each add 1
Survival Check DC 9: 1d8 + 5 + 2 + 1d4 + 2 ⇒ (6) + 5 + 2 + (3) + 2 = 18 Auto Success - will choose to shuffle a blessing of the gods into my deck

Deathknell:

2 7 "Divine 7
OR
Wisdom/Survival 9" You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.

Will recharge quick change mask to recharge random ally (Master of the Gales) into deck

Reminder of Scenario changes:

You may not play this scenario unless you have completed scenarios 5-6A through 5-6E.

At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:

1. Shuffle your hand into your deck, then draw the same number of cards.
2. Choose a random card, then either discard it or shuffle it into another character’s deck.
3. Move to a random open location, then you cannot move this turn.
4. Display the henchman Pirate Shade Haunt next to your character card.
5. You are dealt 1 Mental damage that cannot be reduced.
6. Summon and encounter the henchman Animate Dream.

After you discard cards as structural damage, discard an equal number of cards from your deck.

Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.

Jirelle ends her turn

Jirelle attempts to recover all cards in her Recovery pile.

Jirelle resets her hand.

"

Jirelle wrote:

Hand: w2Corrosive Backsword +4, Deadened Shadows Cloak, Evangelist, l1Brine's Sting, Audessa Reyquio, Wand of Flame, Old Salt,

Displayed:
Deck: 15 Discard: 3 Buried: 4
Hero Points: 7
NOTES:
Available Support: Blessings are available for use. (If available)
If Fencer in hand, can recharge to take local fight

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: Fortune-Teller, Armor of Skulls, Blessing of Zon-Kuthon, w1Keen Rapier +3, Corlan, Merrill Pegsworthy, Blessing of the Gods 2, Blessing of the Vaultmaster, Fencer, Slip, Blessing of Milani, Belt of Physical Might#Classic, Dandy Brute
Recharged: Quick-Change Mask, Master of the Gales,
Discard Pile:Blessing of the Midnight Lord, Blessing of the Mantis God, Blessing of Besmara,
Buried Pile:Ophidian Armor, Baby Triceratops, l2Aiger's Kiss, Blessing of the Gods,

Skills and Powers:
SKILLS
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).

Tapestry Benefits:

Ship Inventory: Mistmourn, Sea Chanty, Come What May, 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.
5-6D: 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) + 1 (Wereshare Pirate)
Notes for Meliski: took 1 fire damage
Notes for Jirelle: used 3 HP
Additional Info 1: SOT Charisma/Perception 12 to draw card or random
Additional Info 2: cards discarded to structural damage cause more damage / BYA henchman/villain bury card from hand or deck(top or bottom) & enc random ship
Jirelle, Alahazra, Arueshala, Meliski - Location #1: Fog Bank 3-8 remain
Location #2: Pinnacle Atoll CLOSED remain
Location #3: Theater of Corruption 1-6 remain
Location #4: Gozreh's Flow CLOSED remain
Location #5: Teleportation Chamber CLOSED //
Location #6: Fringes of the Eye CLOSED remain


deck handler Str 1d8 +2; Dex 1d6 (Disable +2); Con 1d6; Int 1d6; Wis 1d6; Cha 1d10+3 (Arcane +1; Dipl +1; Divine +1)

Recharge Phoenix Cloak for fire damage

The hour is of Pharasma. If hourglass is off by one then it's of the Gods

SOT Cha: 1d10 + 3 + 1d4 + 2 + 1d4 ⇒ (10) + 3 + (3) + 2 + (2) = 20

Meliski continues into the Fog Bank and finds a scroll of safe harbor.
Arcane 8: 1d10 + 4 + 1d4 + 2 + 1d4 ⇒ (9) + 4 + (3) + 2 + (1) = 19

EOT- Discard Safe Harbor

Meliski wrote:

Hand: Cure #2, Binder's Tome, Wand of Flying, Arronax Endymion, Life Leech, Pyromaniac Mage,

Displayed:
Deck: 16 Discard: 4 Buried: 2
Notes: T-Shirt Re-roll: Available. Playmat: available, Hero Point x 12; Recharges in order- ; Blessings are available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X ]+1 [X]+2
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) + 1 (Wereshare Pirate)
Notes for Jirelle: used 3 HP
Additional Info 1: SOT Charisma/Perception 12 to draw card or random
Additional Info 2: cards discarded to structural damage cause more damage / BYA henchman/villain bury card from hand or deck(top or bottom) & enc random ship
Jirelle, Alahazra, Arueshala, Meliski - Location #1: Fog Bank 4-8 remain
Location #2: Pinnacle Atoll CLOSED remain
Location #3: Theater of Corruption 1-6 remain
Location #4: Gozreh's Flow CLOSED remain
Location #5: Teleportation Chamber CLOSED //
Location #6: Fringes of the Eye CLOSED remain


During This Adventure: Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)

Plunder Table:
1=Weapon
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: You may not play this scenario unless you have completed scenarios 5-6A through 5-6E.

At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:

1. Shuffle your hand into your deck, then draw the same number of cards.

2. Choose a random card, then either discard it or shuffle it into another character’s deck.

3. Move to a random open location, then you cannot move this turn.

4. Display the henchman Pirate Shade Haunt next to your character card.

5. You are dealt 1 Mental damage that cannot be reduced.

6. Summon and encounter the henchman Animate Dream.

After you discard cards as structural damage, discard an equal number of cards from your deck.

Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.

Your ship is the ]Feathered Dragon Wavecrest

Additional Rules:

Villain: Voidlord Akinaru:

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.

Henchman: Lady Nightshade:

SS Henchman 5
Type: Monster
Traits: Outsider Illusionist
To Defeat: Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster. If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Hurricane Winds:

SS Henchman 3
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Wereshark Pirate:

SS Henchman 6
Type: Monster
Traits: Lycanthrope Pirate Aquatic
To Defeat: Combat 26
The Wereshark Pirate may not be evaded. Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Henchman: Pirate Shade Haunt:

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.

Scenario Henchman: Animate Dream:

SS Henchman 4
Type: Monster
Traits: Outsider Incorporeal
To Defeat: Combat 17
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait. If the check to defeat does not have the Magic trait, Animate Dream is undefeated. If you fail a check to defeat the Animate Dream, shuffle a random blessing from your hand into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.

Location Henchman: Hirgenzosk:

SS Henchman B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship. If Hirgenzosk would be defeated, he is undefeated.

Scenario Level (#): 6

Turn: 19, Arueshalae/cartmanbeck

Random Cards:

Monsters
Spoiler:
Sea Troll
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.

Spoiler:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

Spoiler:
Insanity Daemon
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.

Spoiler:
Chelish Marine
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.

Spoiler:
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.

Barriers
Spoiler:
Firedrake Trap
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.

Spoiler:
Sandbar
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.

Spoiler:
Teleportation Trap
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.

Spoiler:
Sabotage
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.

Spoiler:
Jagged Shoals
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

Weapons
Spoiler:
Icy Boarding Pike +1
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.

Spoiler:
Distance Musket +1
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.

Spoiler:
Venomous Pike +2
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.

Spoiler:
Sword Cane Pistol +2
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.

Spoiler:
Blasting Pistol +2
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
Spoiler:
Tsunami
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.

Spoiler:
World Wave
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.

Spoiler:
Blazing Servant
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.

Spoiler:
Tsunami
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.

Spoiler:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

Armors
Spoiler:
Shark Skin Armor
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.

Spoiler:
Besmaran Vestments
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.

Spoiler:
Shark Skin Armor
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.

Spoiler:
Benevolent Buckler
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.

Spoiler:
Besmaran Vestments
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
Spoiler:
Crystal of Healing Hands
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.

Spoiler:
Alkali Flask
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.

Spoiler:
Wizard's Hook
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.

Spoiler:
Bottled Lightning
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.

Spoiler:
Ruby of Charisma
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.

Allies
Spoiler:
Tessa Fairwind
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.

Spoiler:
Pierce Jerrell
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.

Spoiler:
Mase Darimar
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.

Spoiler:
Cut-Throat Grok
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.

Spoiler:
Haneilius Fitch
SS
Ally 3
Traits:
Human
Surgeon
To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.

Blessings
Spoiler:
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.

Spoiler:
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.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
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.

Current Hour:

Blessing of Norgorber:
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.

Hours Remaining: 8

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Bigguyinblack:
Spoiler:
Hourglass Card 1 Alahazra/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Jirelle/Zalarian:
Spoiler:
Hourglass Card 2 Jirelle/Zalarian
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Meliski/Grimsnik:
Spoiler:
Hourglass Card 3 Meliski/Grimsnik
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Arueshalae/cartmanbeck:
Spoiler:
Hourglass Card 4 Arueshalae/cartmanbeck
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.
Hourglass Card 5 Alahazra/Bigguyinblack:
Spoiler:
Hourglass Card 5 Alahazra/Bigguyinblack
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.
Hourglass Card 6 Jirelle/Zalarian:
Spoiler:
Hourglass Card 6 Jirelle/Zalarian
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Meliski/Grimsnik:
Spoiler:
Hourglass Card 7 Meliski/Grimsnik
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.
Hourglass Card 8 Arueshalae/cartmanbeck:
Spoiler:
Hourglass Card 8 Arueshalae/cartmanbeck
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.

Location #1: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Jirelle/Zalarian, Meliski/Grimsnik, Arueshalae/cartmanbeck, Alahazra/Bigguyinblack, None

Fog Bank Card 1:
Great White Shark
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.
Fog Bank Card 2:
Lady Nightshade
SS
Henchman 5
Type: Monster
Traits:
Outsider
Illusionist
To Defeat:
Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
Fog Bank Card 3:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Fog Bank Card 4:
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.
Fog Bank Card 5:
Large Chest
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.

Location #2: Pinnacle Atoll
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #3: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Sea Serpent

Theater of Corruption Card 1:
Albatross
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.
Theater of Corruption Card 2:
Voidlord Akinaru
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.
Theater of Corruption Card 3:
Staff of Weather
SS
Item 6
Traits:
Staff
Magic
To Acquire:
Intelligence
Arcane 12
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
Theater of Corruption Card 4:
Venomous Pike +2
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.
Theater of Corruption Card 5:
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Theater of Corruption Card 6:
Werecrocodile
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.

Location #4: Gozreh's Flow
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Teleportation Chamber
Closed
At This Location: At the end of your turn, move to another location.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Permanently Closed: .
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: Electricity Arc Trap

Fringes of the Eye Card 1:
Electricity Arc Trap
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.
Fringes of the Eye Card 2:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Fringes of the Eye Card 3:
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.
Fringes of the Eye Card 4:
Pirate Entertainments
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.
Fringes of the Eye Card 5:
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.
Fringes of the Eye Card 6:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


Start of turn Charisma 12: 1d12 + 3 + 1d4 ⇒ (6) + 3 + (1) = 10 random: 1d6 ⇒ 6 I encounter an Animate Dream and evade it.

Explore to find a Great White Shark. Using Celestial Crossbow and my blessing.
Combat 16: 1d8 + 6 + 1d10 + 3 + 1d8 + 1d4 ⇒ (2) + 6 + (10) + 3 + (2) + (3) = 26 Defeated.

Swiftshooter to draw a card and then explore again. random other character at my location summons and encounters a monster: 1d3 ⇒ 3 Meliski

My random monster is a Sea Troll, which I evade. Then I bury my Buccaneer's Breastplate and reveal Belt of Physical Might which I drew. Requesting Blessing of Achaekek from Alahazra.

Combat 19: 1d8 + 6 + 1d10 + 3 + 1d4 + 1d4 + 2d8 ⇒ (7) + 6 + (3) + 3 + (3) + (1) + (6, 2) = 31 Defeated. I recharge my hand. Fog Bank closed.

"

Arueshalae wrote:

Hand: Archcountess, Blessing of Shax, Blessing of Erastil, Blessing of Old Deadeye, Bombardier Bow, Blessing of the Gods, Arueshalae's Gift,

Displayed: Slaying Bolts, Searing Arrows, Steal Soul,
Deck: 6 Discard: 6 Buried: 3
Hero Points: 3/9
Shirt Reroll: Not Used
NOTES:
Available Support: Arueshalae's Gift: On your turn, choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, and gain 1d4+2 to it for the turn.
Other: Arueshalae Deck Handler

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
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: Blessing
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.

"


Deck Handler Looking for: Spell 6, Ally 6, Blessing 6

Blessing of the Gods in effect,

perception 12 revealing Binder's Tome, aided by Arueshalae's Gift (CHA): 1d12 + 2d4 + 8 ⇒ (3) + (2, 3) + 8 = 16

We all move to Theater of Corruption.

Theater of Corruption Card 1: Albatross:

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.

Banished. Banish Ice Chemist to explore.

Theater of Corruption Card 2: Voidlord Akinaru:

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.

It being cold immune means either I evade it or lose to it and get avenged. Pausing for discussion.


deck handler Str 1d8 +2; Dex 1d6 (Disable +2); Con 1d6; Int 1d6; Wis 1d6; Cha 1d10+3 (Arcane +1; Dipl +1; Divine +1)

A Dweller in the Deeps appears near Meliski. BYA Divine 15: 1d10 + 4 + 1d4 + 1d6 + 1 ⇒ (9) + 4 + (1) + (6) + 1 = 21 Reveal Binder's Tome and recharge Pyromaniac Mage.

Combat 26: 1d10 + 4 + 2d4 + 1d4 ⇒ (10) + 4 + (1, 3) + (2) = 20 Shuffle Cure to re-roll 1&2
Combat 26: 17 + 2d4 ⇒ 17 + (1, 2) = 20
Heal: 1d4 + 1 ⇒ (3) + 1 = 4
Discard remaining hand.

Recharge Life Leech: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10


just in case someone else still needs to do other checks first:

looking for 35: 1d8 + 6 + 1d8 + 1 + 3d4 + 1d8 + 2d8 + 1d4 + 1d4 ⇒ (8) + 6 + (6) + 1 + (4, 3, 4) + (5) + (3, 5) + (1) + (2) = 48


Deck Handler Looking for: Spell 6, Ally 6, Blessing 6

Bury Vengeful Storm.

random ship: 1d18 ⇒ 3
Man's Promise Auto defeat. Banish Magnetic Grimoire to BYA. Get destroyed and call for vengance.


Female Half-Elf | My Deck Handler Tier 2 Swashbuckler (Rogue / UI) (12789-1006)

Jirelle will avenge Alahazra by burying Wand of Flame to avenge, bury bottom card of deck for scenario (Master of the Gales ) and then encounter a random ship

Random Ship: 1d18 ⇒ 13 Sanbalot
Alahazra and Meliski have empty hands.
ranged combat damage for Jirelle and Arueshalae: 1d4 - 1 ⇒ (3) - 1 = 21d4 - 1 ⇒ (4) - 1 = 3 I discard Old salt and Audessa for damage
Arushalae loses 3 cards..rather than rerolling will have her expend eagle aerie..especially since she rolled high without it

Survival Check DC 7: 1d8 + 5 ⇒ (5) + 5 = 10 Success; will shuffle a basic card into Meliski or Arueshalae's deck
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired

Sanbalot:
13 3 3 "Dexterity/Stealth 9
OR
Wisdom/Survival 7" "Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
"

I am not banishing a card so I discard some cards and then bury my discard pile
Discarded Cards: 1d4 + 1 ⇒ (1) + 1 = 2 Keen Rapier and Blessing of the Vaultmaster
If the monster is undead or pirate, 1d4 is added;this weapon can be used on barriers as well
Will discard to add another 2d6
Will bury cloak to add 2d12 and discard hour blessing to add d12 since swashbuckling; finally use blessing of Shax to add 2 dice
Corrosive Backsword +4 Finesse Melee Check DC 45: 1d10 + 1d6 + 9 + 2d6 + 2d12 + 1d12 + 2d10 ⇒ (8) + (6) + 9 + (2, 1) + (1, 12) + (2) + (8, 1) = 50 Monster defeated
Swashbuckling trait (reveal swashbuckling card if necessary) or ship allows reroll of 1 die if desired

only if first check needs to be redone:
Just in case Arueshale's needs to be rerolled, will put 1st check in spoilers using blessing of erastil, banishing evangelist for d4, discarding hour to add 1d12 and eagle aerie for d8
Corrosive Backsword +4 Finesse Melee Check DC 25: 1d10 + 1d6 + 9 + 2d10 + 1d4 + 1d12 + 1d8 ⇒ (9) + (1) + 9 + (1, 4) + (2) + (5) + (7) = 38 Success

Theater of Corruption Card 2: Voidlord Akinaru:

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.

Time for this seafarer and the other Windjammers to look into Retirement!

Reminder of Scenario changes:

Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.


Completed Scenario 5-6E: Dream Duel

Scenario Reward:
Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.

When that character draws her starting hand, she may draw an extra card, then recharge a card.

Development:
You take control of the Dimension of Dreams one last time. As Akinaru gasps and wheezes, even his immortal voidlord body has been broken beyond repair.

“I always knew it would be you,” he says. “I saw it in a sudden vision in the jungle, a storm of endless possibilities in the wake of my shattered ward, a thousand futures at once, maddening. End it.”

You pause, and you watch as Akinaru’s spirit begins to drift away out of his body.

“No, please, end me! If you don’t, I’ll become just like all the other punished kami, disembodied and helpless forever. Let me die!”

With his end in your hands, you make the right choice.

Tier Rewards:
Everyone Gains 1 XP and 1 Hero Point

Jirelle, Meliski, and Arueshalae: 6.7 (or maybe 7.0?)
Alahazra: 6.6

Acquired Cards

Baby Triceratops (Ally 6)
Arronax Endymion (Ally 5)
Pteranodon (Ally 4)
Audessa Reyquio (Ally 4)
Dindreann (Ally 3)
Corlan (Ally 3)
Barracuda Aiger (Ally 5)
Merrill Pegsworthy (Ally 2)

Blessing of the Gods (Blessing B)
Blessing of Asmodeus (Blessing 4)
Blessing of Abadar (Blessing B)
Blessing of Geryon (Blessing 6)
Blessing of Cayden Cailean (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Asmodeus (Blessing 4)
Blessing of Achaekek (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)

Potion of Healing (Item B)
Wand of Flame (Item 2)
Potion of Flying (Item 3)

Safe Harbor (Spell 2)
Vengeful Storm (Spell 6)
Shapechange (Spell 6)

Falchion +3 (Weapon 6)


Congratulations everyone! You've just completed the entirety of Season 5!

You've all been a pleasure to run for; I hope everyone had a good time!

I still need to do all the reporting and Chronicle Sheets; expect those to be trickling in over the next few weeks. If anyone needs their stuff done urgently, let me know and I'll prioritize it. I'll keep the thread active until everything is squared away.

If you want to, feel free to write out any conclusion or epilogue here.


Arueshalae, having completed such an exciting adventure with her crew, decides to take one of the several ships that the pirate crew acquired and go off on a quest to find holy artifacts, with the hope of increasing her connection to Desna. She offers to take any of the current crew with her who would be interested in such adventures, and to any who choose not to, gives them a soft kiss on the cheek, which makes the recipient feel entirely calm and at peace, as way of goodbye.

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