[Gameday VIII] BR skizzerz's Hao Jin Cataclysm (Inactive)

Game Master skizzerz

Hands | Summoned Banes | Ships | Scourges
10-00E Into the Astral Sea | Turn Order:
1. Radovan/Katlyn99
2. Raheli/Matsu Kurisu
3. Kyra/cartmanbeck
4. Feiya/Hawkmoon269


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Kyra continues to search for undead to befriend. She finds an invisible wall. Using Blessing of Belial on the check, decorrupting it with my reward power.
Wisdom 6+5=11: 1d12 + 4 + 1d4 + 1d12 ⇒ (8) + 4 + (4) + (11) = 27 Kyra realizes that the wall is all in her mind and walks directly through it. For some reason, she sees a Cannonade on the other side. I heal a card as well since I played a non-Corrupted blessing on my check. It happens to be the same blessing. :).

Merill Pegsworthy to explore again, Cannonade. Requesting Blessing of Abadar from Radovan, please!
Wisdom 10+5=15: 1d12 + 4 + 1d4 + 2d12 ⇒ (3) + 4 + (3) + (2, 4) = 16 She destroys the Cannonade with her awesome might. Our ship takes 2 Structural damage, which is reduced by 1 from the Thresher's power. I'll discard my half-plate for the other.

Glyph Hellknight for one more explore. An undead Pirate Captain! I have to recharge a card first (Suurlehetas) and then I'll use my Grayflame Mace to fight him since I have no spells in hand. I'll recharge my Blessing of Qi Zhong to add Divine.
Combat 12+5=17: 1d6 + 1d8 + 2 + 1d12 + 6 + 1d4 ⇒ (1) + (8) + 2 + (9) + 6 + (1) = 27 The dead captain stays dead.

Wrathful Kyra Hand: Old Salt 2, Blessing of Geryon, Grayflame Mace +3, Blessing of Mazmezz, Boneshatter, Circle of Evil, Channel the Gift
Displayed: Steal Soul
Deck: 15 Discard: 3 Buried: 1
Notes: Feel free to use my non-Corrupted blessings on your checks to defeat, I'll heal a card each time you do so.
Reroll: Not Used; Hero points: 3/6

Skills and Powers:
SKILLS
Strength d6 [ ] +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [ ] +1 [ ] +2
- Knowledge: Intelligence +2
Wisdom d12 [X] +1 [X] +2 [X] +3 [X] +4
- Divine: Wisdom +2
Charisma d6 [X] +1 [X] +2 [X] +3 [ ] +4
- Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Heavy Armors, [ ] Weapons

POWERS:
For your check to defeat a bane that has the Demon or Undead trait, you may recharge a spell ([ ] or blessing) to use your Divine skill + 1d8 ([X] 2d6) and add the Attack, Divine, and Magic traits.
When you use the above power or play a blessing that does not have the Corrupted trait on another character’s ([X] or your) check to defeat, a character at your location may shuffle 1 random card ([X] of a type of your choice) from his discard pile into his deck after the check.
[X] When you play a boon that has the Healing trait on a character, any armors ([X] or allies) that would be shuffled into that character's deck may be put into that character's hand instead. ([X] Then you may recharge the boon.)
[ ] When you ([ ] or a character at your location) would bury an armor for its power, that character may discard it instead.


Season of Factions Favor Capstone Reward:

Once per turn, you may ignore the Corrupted trait on a card.


Feiya's: Current Hand | Character Deck

The hour is Erastil.

Start of turn, examine: Crawling Cyclops Hands
Feiya notices a horrible looking evil climbing the cliffs.
Hex(Daji), Blessing of the Savored sting
BoSS: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (3) + (6) + (6) + (8) = 23 = 8

Divine 10-8=2: 1d4 + 8 ⇒ (1) + 8 = 9
Success
Defeated
Reveal Staff of Empty Souls to recharge a card from my discard pile: Blessing of the Seventh Sting

Reload Cat to examine: Serpentfolk Slayer. Discard Blessing of Pharasma to explore.
Ring of Fire, Hex(Staff of Empty Souls), Kyra's Blessing of Geryon
Combat 8+10-8=10: 1d12 + 2d6 + 1d12 ⇒ (12) + (6, 4) + (8) = 30
Success
Defeated

Attempting to close my location.
Banish Potion of Heroism.
Rocky Cliffs closed.
Examine: Scorched Ruins: Goblin Buckler Gun.

Ending my turn.
Arcane 12: 1d12 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Ring of Fire recharged.

Feiya wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d4
INTELLIGENCE d12+4
-KNOWLEDGE: INTELLIGENCE +2
-ARCANE: INTELLIGENCE +2 (Daji)
-CRAFT: INTELLIGENCE +2 (Daji)
WISDOM d6
CHARISMA d8+3
-DIPLOMACY: CHARISMA +2

Powers
HAND SIZE 7
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster (☐ or fail to acquire an ally that has the Animal, Arcane, or Vermin trait), you may recharge a spell to shuffle the monster into a random (☑ or any) other open location deck.
☑ On your turn, you may put a cohort (☑ or an ally that has the Arcane, Animal, or Vermin trait) on top of your deck to examine the top card of your location deck. (☑ Then you may discard a card to explore your location.)
☐ You may bury (☐ or discard) a cohort (☐ or an ally that has the Arcane, Animal, or Vermin trait) to reduce damage dealt to you to 0.
☑ When setting up, when you add cohorts to your hand, you may choose an additional Witch Class Deck cohort that has the Arcane trait and add it to your hand.
DAJI
While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle 1d4+1 random spells instead. Then put this card on top of your deck.

Hand: Dehydrating Touch(2), Life Leech(5), Steal Soul(5), Verdure's Wrath(2), Cat(3), Wolverine(2), Blessing of Norgorber(4)
Deck: 11 Discard: 6 Buried: 1 Displayed: 2
Notes: Reroll: Not Used

Summary: Rocky Cliffs closed. Top of Scorched Ruins is Goblin Buckler Gun.


Deck Handler for CotCT Radovan

OFF-TURN ACTIONS:Kyra's Turn - discarded BoAbadar to bless.

Hourglass Discard: Blessing of Milani

Start of Turn: Ring of Regeneration - Recharge Ring of Elemental Command

Explore: Goblin Buckler Gun

Dexterity 9: 1d8 + 2 ⇒ (1) + 2 = 3
Failed. Display Nirento (2) next to Quang devil form. Recharging Nightwalker Isra to examine the top card of your location deck; if it is a monster, you may encounter it.

Examine: Serpentfolk Slayer

Choose to encounter it.
Norge is displayed which adds 1 and the fire trait. Banishing Sargassum Fiend (4) to add d8+4. Discarding Keep Rapier +3.
Combat 18: 1d8 + 3 + 1 + 1d8 + 4 + 3d4 + 3 ⇒ (4) + 3 + 1 + (5) + 4 + (1, 2, 4) + 3 = 27
When Closing: Summon and acquire a random weapon from the box.
Blasting Pistol +2
Quang is displayed. Burying Raise Dead (5) to add d6+5.
Dexterity 13: 1d8 + 2 + 1d6 + 5 ⇒ (4) + 2 + (3) + 5 = 14
Display Blasting Pistol +2 next to Quang.
Scorched Ruins is closed.

End of Turn: Ring of Regeneration - Recharge Blessing of the Gods

Radovan wrote:

Hand: Skyplate Armor, Ring of Regeneration, Shadowless Sword, Sawtooth Sabre +2, Belt of Physical Might, Blessing of the Savored Sting, Elyana,

Displayed: Quang (devil Form - OOC d6), Giant Sea Anemone (5), Nirento (2), Blasting Pistol +2 (5), Norge ( Devil Form - IC d8), Spiny Eurypterid (5), Galvo (5),
Deck: 10 Discard: 7 Buried: 2
Current Location: Scorched Ruins
Hero Points: 3
NOTES:
Available Support: 1 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Forensic Physician, Oparal, Rodrick, Shy Ratani
Recharged: Blessing of the Ancients, Ring of Elemental Command, Nightwalker Isra, Blessing of the Gods,
Discard Pile: Isiem, Blessing of the Elements, Red Leathers, Rapier of Puncturing, Blessing of the Starsong, Blessing of Abadar, Keen Rapier +3,
Buried Pile: Cyclops (4), Raise Dead (5),

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Perception: Charisma +2 (when Fell Viridio displayed)
Acrobatics: Dexterity +2 (when Quang displayed)
Fortitude: Constitution +2 (when Norge displayed)
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per
turn, when a character at your location is dealt damage by a bane (☑ or fails to acquire
a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (☑ 1d6) to your combat check that does not have the 2-Handed trait; add an
additional 1d4 if you did not play a weapon (☑ or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at
your location) by 1 ( 2).
Reduce Poison damage dealt to you to 0. (when Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (when Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionaly banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (when Fell Viridio displayed)
You may evade your encounter. (when Quang displayed)
When you acquire a boon, you may display it next to this card. (when Quang displayed)
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number. (when Quang displayed)
Reduce Fire damage dealt to you to 0. (when Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (when Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionaly banish a card displayed next to this card to add another 1d8 plus that card's adventure deck number. (when Norge displayed)

The Concordance

Deck handler link

Turn Order
Radovan, Raheli, Kyra, Feiya

Blessing = 18 / Blessing of Achaekek

Start of Turn
At: Tower
Give: No
Move: Ruined Temple

Free Explore = 1: Blessing of Abadar, Blessing B: Disable 6

Spoiler:
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.
Location: When you play a card that has the Divine trait, bury it.

Disable 1d10+3+2, Steal Soul +1d4
Disable 6: 1d10 + 3 + 2 + 1d4 ⇒ (7) + 3 + 2 + (2) = 14 - Acquired

Discard Cleric of Nethys, examine 2 and rearrange,
3: Shark Skin Armor
2: Serpentfolk Seer, Villain 2

then explore 3: Shark Skin Armor, Armor 2: Fortitude 7

Spoiler:
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.

Fortitude 1d6+2 Steal Soul +1d4
Fortitude 7: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (4) = 7 - Acquired

End of Turn
Recovery

Reset
Discard Wand of Detect Magic
Draw up

Summary
Location = Ruined Temple
Acquired = 1: Blessing of Abadar, 3: Shark Skin Armor
Banished =
Examined = 2: Serpentfolk Seer, Villain 2

From Box =
Displayed =
Give =
Used =

Other =

Raheli wrote:

Hand: Good Omen (Core), ac Shark Skin Armor, Angelic Doll, Staff of Curses, Byzantine Lexicon, ac Blessing of Abadar,

Displayed: Snapping Turtle, Steal Soul,
Deck: 8 Discard: 10 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Good Omen (Core) Available
Staff of Curses: Discard Good Omen, +1d4+4 on combat check. Available
Local:
Movement: Movement note
Other: Other notes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Binder's Tome, Fox (Core), Blessing of Nethys, ac Alchemical Glue, Wand of Flying
Recharged: Staff of Minor Healing , ac Goblin Pegleg, Dreamcatcher,
Discard Pile: Channel the Gift, Blessing of Master of Masters, ac Find Traps, Blessing of Pharasma, Blessing of the Savored Sting, Wolverine, Augury, Black Spot, Cleric of Nethys, Wand of Detect Magic,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. (~ Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE


During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
Use the Thresher as your ship.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: The first time each turn that you fail a check to defeat a monster that has the Serpentfolk trait, after the encounter, each other character summons and encounters a Serpentfolk Slayer.

Party Ship: Thresher (Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.)

Scenario Level (#): 5

Rewards/Conditions:

As the party earns scenario rewards or certain conditions are unlocked, this section will be populated with additional powers as reminder of those rewards and conditions.
Additional Rules:

Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.

Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.

Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)

Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types

Acquired Cards:

Alchemical Glue (Item 1)
Spoiler:
Alchemical Glue
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.

Blasting Pistol +2 (Weapon 5)

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.

Blessing of Abadar (Blessing 0)

Spoiler:
Blessing of Abadar
SS Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Hshurha (Blessing 2)

Spoiler:
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.

Find Traps (Spell 0)

Spoiler:
Find Traps
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.

Goblin Pegleg (Weapon 0)

Spoiler:
Goblin Pegleg
SS Weapon P
Traits: Club Melee Bludgeoning Poison Swashbuckling
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate

Merrill Pegsworthy (Ally 2)

Spoiler:
Merrill Pegsworthy
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.

Mogmurch (Ally 0)

Spoiler:
Mogmurch
SS Ally P
Traits: Goblin Alchemist
To Acquire: Charisma Diplomacy 7 OR Ranged Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows.
Sometimes where the boom boom blows
is not my fault- that's how it goes." -Mogmurch's song

Old Salt (Ally 0) x2

Spoiler:
Old Salt
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.

Potion of Healing (Item 0)

Spoiler:
Potion of Healing
SS Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Potion of Heroism (Item 1)

Spoiler:
Potion of Heroism
SS Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Raise Dead (Spell 5)

Spoiler:
Raise Dead
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.

Shark Skin Armor (Armor 2)

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.

Skeleton Crew (Spell 3)

Spoiler:
Skeleton Crew
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.

1x Weapon 5
1x Weapon 0
1x Spell 5
1x Spell 3
1x Spell 0
1x Armor 2
2x Item 1
1x Item 0
1x Ally 2
3x Ally 0
1x Blessing 2
1x Blessing 0

Plunder:

1. Ally

(BR Only)

Spoiler:

1. Barefoot Samms Toppin (Ally 0)

Random Monsters:

Monster 1
Spoiler:
Voidstick Zombie
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.

Monster 2

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.

Monster 3

Spoiler:
Blood Hag
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.

Monster 4

Spoiler:
Darkforest Anemone
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.

Monster 5

Spoiler:
Gargoyle Sniper
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.

Random Barriers:

Barrier 1
Spoiler:
Wyvern Blade Trap
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.

Barrier 2

Spoiler:
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.

Barrier 3

Spoiler:
Symbol of Insanity
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.

Barrier 4

Spoiler:
Albatross Soup
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.

Barrier 5

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.

Random Weapons:

Weapon 1
Spoiler:
Zul
SS Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

Weapon 2

Spoiler:
Falcata +1
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.

Weapon 3

Spoiler:
Keen Falcata +1
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.

Weapon 4

Spoiler:
Flaming Longbow +2
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.

Weapon 5

Spoiler:
Seaborne Trident +1
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.

Random Spells:

Spell 1
Spoiler:
Freezing Sphere
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.

Spell 2

Spoiler:
Protect
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.

Spell 3

Spoiler:
Wall of Blades
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.

Spell 4

Spoiler:
Wall of Blades
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.

Spell 5

Spoiler:
Resist Energy
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.

Random Armor:

Armor 1
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.

Armor 2

Spoiler:
Fortified Breastplate
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.

Armor 3

Spoiler:
Breastplate of the Deep
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.

Armor 4

Spoiler:
Animated Shield
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.

Armor 5

Spoiler:
Goblin Buckler Gun
SS Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Random Items:

Item 1
Spoiler:
Sapphire of Intelligence
SS Item B
Traits: Object Magic
To Acquire: Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.

Item 2

Spoiler:
Potion of Flying
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.

Item 3

Spoiler:
Jolly Roger
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.

Item 4

Spoiler:
Onyx of Constitution
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.

Item 5

Spoiler:
Astrolabe
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.

Random Allies:

Ally 1
Spoiler:
Coral Capuchin
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.

Ally 2

Spoiler:
Royster McCleagh
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.

Ally 3

Spoiler:
Besmaran Priest
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.

Ally 4

Spoiler:
Ambrose "Fishguts" Kroop
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.

Ally 5

Spoiler:
Pteranodon
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.

Random Blessings:

Blessing 1
Spoiler:
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 2

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.

Blessing 3

Spoiler:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 4

Spoiler:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 5

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

Turn: 19 Kyra/cartmanbeck
Top of Blessing Discard Pile:

Blessing of Gorum:
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.

Blessings Remaining: 11

Blessings Deck Cards/Turn Order:

Blessings Deck Card 15 - Turn 20 Feiya/Hawkmoon269

Spoiler:
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.

Blessings Deck Card 16 - Turn 21 Radovan/Katlyn99

Spoiler:
Blessing of Achaekek
SS Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 - Turn 22 Raheli/Matsu Kurisu

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

Blessings Deck Card 18 - Turn 23 Kyra/cartmanbeck

Spoiler:
Blessing of Gozreh
SS Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 - Turn 24 Feiya/Hawkmoon269

Spoiler:
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.

Blessings Deck Card 20 - Turn 25 Radovan/Katlyn99

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

Blessings Deck Card 21 - Turn 26 Raheli/Matsu Kurisu

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.

Blessings Deck Card 22 - Turn 27 Kyra/cartmanbeck

Spoiler:
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.

Blessings Deck Card 23 - Turn 28 Feiya/Hawkmoon269

Spoiler:
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.

Blessings Deck Card 24 - Turn 29 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 25 - Turn 30 Raheli/Matsu Kurisu

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

Fishing Village
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Storm

Storm (Displayed):
Storm
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.

Ruined Temple
At This Location (Open): When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu
Notes: Barroom Brawl, Obscure

Ruined Temple Card 1 (Serpentfolk Seer):
Serpentfolk Seer
10-00 Villain 2
Type: Monster
Traits: Serpentfolk Oracle Poison Veteran
To Defeat: Combat 9 THEN Combat 12
Before you act, display the scourge Curse of Poisoning next to your deck.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
All damage dealt by the Serpentfolk Seer is Poison damage.
Scenario: The first time each turn that you fail a check to defeat a monster that has the Serpentfolk trait, after the encounter, each other character summons and encounters a Serpentfolk Slayer.
Location: When you play a card that has the Divine trait, bury it.
“The rifts are gateways to another world. We shall seize this chance to rise again!”
Ruined Temple Card 2:
Pirate Captain
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.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 3:
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.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 4:
Obscure
SS Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 5:
Barroom Brawl
SS Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Location: When you play a card that has the Divine trait, bury it.

Scar Bay
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kyra/cartmanbeck

Scar Bay Card 1:
Serpentfolk Slayer
10-00 Henchman 2
Type: Monster
Traits: Serpentfolk Rogue Poison Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: The first time each turn that you fail a check to defeat a monster that has the Serpentfolk trait, after the encounter, each other character summons and encounters a Serpentfolk Slayer.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card 2:
Tot Flask
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.
Scar Bay Card 3:
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.

Tower
Closed
At This Location (Closed): At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Scorched Ruins
Closed
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Katlyn99

Rocky Cliff
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Feiya/Hawkmoon269


Kyra keeps going through Scar Bay, finding the Serpentfolk Slayer. Casting Boneshatter on it, and using Blessing of Mazmezz, decorrupting it.
Combat 8+10=18/24: 1d12 + 6 + 2d12 + 1d4 + 2d12 ⇒ (11) + 6 + (12, 9) + (2) + (8, 4) = 52 Very dead. I also heal a card.

Divine 8: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (2) = 17 Scar Bay closed. I'm dealt 1 Combat damage.

I'll cast Channel the Gift to pull out Restorative Touch, then cast it on myself.
heals: 1d4 + 1 ⇒ (4) + 1 = 5

Restorative Touch Divine 10: 1d12 + 6 + 1d4 ⇒ (4) + 6 + (2) = 12
Channel the Gift Divine 14: 1d12 + 6 + 1d4 ⇒ (7) + 6 + (2) = 15
Boneshatter Divine 15: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19

Wrathful Kyra Hand: Old Salt 2, Blessing of Geryon, Grayflame Mace +3, Glyph Hellknight, Merill Pegsworthy, Corruptive Half-Plate, Circle of Evil
Displayed: Steal Soul
Deck: 18 Discard: 0 Buried: 1
Notes: Feel free to use my non-Corrupted blessings on your checks to defeat, I'll heal a card each time you do so.
Reroll: Not Used; Hero points: 3/6

Skills and Powers:
SKILLS
Strength d6 [ ] +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [ ] +1 [ ] +2
- Knowledge: Intelligence +2
Wisdom d12 [X] +1 [X] +2 [X] +3 [X] +4
- Divine: Wisdom +2
Charisma d6 [X] +1 [X] +2 [X] +3 [ ] +4
- Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Heavy Armors, [ ] Weapons

POWERS:
For your check to defeat a bane that has the Demon or Undead trait, you may recharge a spell ([ ] or blessing) to use your Divine skill + 1d8 ([X] 2d6) and add the Attack, Divine, and Magic traits.
When you use the above power or play a blessing that does not have the Corrupted trait on another character’s ([X] or your) check to defeat, a character at your location may shuffle 1 random card ([X] of a type of your choice) from his discard pile into his deck after the check.
[X] When you play a boon that has the Healing trait on a character, any armors ([X] or allies) that would be shuffled into that character's deck may be put into that character's hand instead. ([X] Then you may recharge the boon.)
[ ] When you ([ ] or a character at your location) would bury an armor for its power, that character may discard it instead.


Season of Factions Favor Capstone Reward:

Once per turn, you may ignore the Corrupted trait on a card.


Feiya's: Current Hand | Character Deck

Feiya moves to Ruined Temple and waits for Radovan to arrive.

Feiya wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d4
INTELLIGENCE d12+4
-KNOWLEDGE: INTELLIGENCE +2
-ARCANE: INTELLIGENCE +2 (Daji)
-CRAFT: INTELLIGENCE +2 (Daji)
WISDOM d6
CHARISMA d8+3
-DIPLOMACY: CHARISMA +2

Powers
HAND SIZE 7
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster (☐ or fail to acquire an ally that has the Animal, Arcane, or Vermin trait), you may recharge a spell to shuffle the monster into a random (☑ or any) other open location deck.
☑ On your turn, you may put a cohort (☑ or an ally that has the Arcane, Animal, or Vermin trait) on top of your deck to examine the top card of your location deck. (☑ Then you may discard a card to explore your location.)
☐ You may bury (☐ or discard) a cohort (☐ or an ally that has the Arcane, Animal, or Vermin trait) to reduce damage dealt to you to 0.
☑ When setting up, when you add cohorts to your hand, you may choose an additional Witch Class Deck cohort that has the Arcane trait and add it to your hand.
DAJI
While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle 1d4+1 random spells instead. Then put this card on top of your deck.

Hand: Fly(2), Life Leech(5), Shapechange(6), Steal Soul(5), Verdure's Wrath(2), Blessing of Norgorber(4), Blessing of the Savored Sting(4)
Deck: 8 Discard: 9 Buried: 1 Displayed: 2
Notes: Reroll: Not Used


Deck Handler for CotCT Radovan

OFF-TURN ACTIONS:None

Hourglass Discard: Blessing of Achaekek

Start of Turn: Ring of Regeneration - Recharge Rapier of Punctering

Move: Moving to Ruined Temple

The ladies get word to Radovan that they have cornered a Serpentfolk Seer in the Ruined Temple. While knowing the ladies are more than capable of dispatching such a foe, he rushes over to lend assistance.

Explore: Serpentfolk Seer

BYA: Displaying Curse of Poisoning next to my deck. Norge is displayed which adds 1 and the fire trait. Banishing Spiny Eurypterid (5) to add d8+5. Revealing belt of physical might. Discarding Sawtooth Sabre +2.
Combat 9+5*2: 19: 1d8 + 3 + 1 + 1d8 + 5 + 2 + 1d6 + 2 + 1d8 + 5 ⇒ (4) + 3 + 1 + (6) + 5 + 2 + (2) + 2 + (8) + 5 = 38
Per sawtooth sabre +2, for subsequent checks to defeat I reduce difficulty by 5. Norge is displayed which adds 1 and the fire trait. Banishing Galvo (5) to add d8+5. Revealing belt of physical might. Discarding Shadowless Sword.
Combat 12+5*2-5: 17: 1d8 + 3 + 1 + 1d8 + 5 + 2 + 1d8 + 2 + 1d6 + 5 ⇒ (3) + 3 + 1 + (7) + 5 + 2 + (6) + 2 + (2) + 5 = 36

Racing forward, he draws his Sawtooth Sabre, his skin takes on a fiery aspect, and he stabs the seer between the ribs. The seer jerks to the side but doesn't collapse so Radovan quickly draws his shadowless sword and delivers a killing blow. Their leader slain, the rest of the attackers are easy to mop up. After the battle, the party heads to report to Essviss the successful defense of his home.


Development

The Muckmouth lizardfolk vow to investigate these silver rifts further and report to the Pathfinder Society. For his part, the lizardfolk scout Essviss decided to offer his aid more directly.

He boarded your ship, stating simply, “With this mystery upon you, you cannot refuse help, and I am here to give it.”

If he is so determined to join your perilous mission, you are glad to have him join your crew.

Reward

If playing for tier advancement, gain a Hero Point.

For the rest of the adventure, ships gain the additional power “When commanding this ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.”

Boon

In the Discussion thread, roll 1d20 for a chance to win the following boon. A roll of 20 wins.

☐ ☐ ☐ Stick with Me! On your check during recovery, check a box that precedes this reward to add 1d6.

Acquired Cards
(* = Plunder)

Alchemical Glue (Item 1)
*Barefoot Samms Toppin (Ally 0)
Blasting Pistol +2 (Weapon 5)
Blessing of Abadar (Blessing 0)
Blessing of Hshurha (Blessing 2)
Find Traps (Spell 0)
Goblin Pegleg (Weapon 0)
Merrill Pegsworthy (Ally 2)
Mogmurch (Ally 0)
Old Salt (Ally 0) x2
Potion of Healing (Item 0)
Potion of Heroism (Item 1)
Raise Dead (Spell 5)
Shark Skin Armor (Armor 2)
Skeleton Crew (Spell 3)

1x Weapon 5
1x Weapon 0
1x Spell 5
1x Spell 3
1x Spell 0
1x Armor 2
2x Item 1
1x Item 0
1x Ally 2
4x Ally 0
1x Blessing 2
1x Blessing 0

Please post what deck upgrades you're taking to the Discussion thread, it makes things easier on me to make chronicle sheets when it's all in one place. If you'd like to RP the upgrade here, that's fine, just also make a post in Discussion :)


10-00B: Slavers in the Night
Dara, your halfling boatswain, slaps her hand on the ship’s table. “Slavers!” she says, as though she finds the word itself distasteful. “Slavers all up and down the river.” In every harbor and fishing community, the stories have been the same: entire households kidnapped in the dead of night. In the morning, neighbors find burst locks or shattered doors, and signs of struggle but few other clues. Tracks lead away but disappear over stony ground. Occasionally, trackers find a corpse; it’s clear that anyone resisting the kidnappers is casually murdered and left to rot. The villagers huddle behind their doors each night, praying it won’t be their turn next.

You’ve got a distinct advantage in investigating these kidnappings: at the helm of the Thresher, you can speed quickly from village to village, comparing the timing and reports of the disappearances. The Pathfinder Society relies upon these communities to report on disturbances throughout the Hao Jin Tapestry—which is why they undertook the expense to send the Thresher in the first place. The communities initially reported on strange and accelerating deterioration of the tapestry; rips in the ground and in the air with nothing behind them but an unusual silvery void. Now, the communities are not providing any more detailed reports, because they are too worried about the kidnappings. If you want to learn more from them about these rifts, you’ll have to find these kidnappers and bring them to justice. It was Dara’s idea to compile information about the disappearances on a map in the captain’s quarters of the Thresher. The map is spread before you, each kidnapping labeled with dates, times, and distances.

Dara’s numbers were all off—she excels at driving the crew, but it seems that calculations are not her expertise. After a few corrections, however, you’ve noticed a grim correlation. All of the targeted communities are within a few days’ travel of a mountain where duergar have labored for centuries: Slave Mountain. A few years ago, the Pathfinder Society quelled a slaving operation there, forcing the duergar to focus on defense. Now, it seems, the duergar are active again.

You find the timing particularly suspicious. Just as the villagers could give genuine information about the tapestry’s deterioration, they’re forced to cower in their homes in terror. Perhaps the duergar have chosen this moment to expand their raids not just to capture slaves, but to silence the villagers. There’s more going on here, and you’ll have to catch the leader of these slavers to learn more.


During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
Use the Thresher as your ship.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

Party Ship: Thresher (Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.)

Scenario Level (#): 5

Rewards/Conditions:

10-00A: For the rest of the adventure, ships gain the additional power “When commanding this ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.”
Additional Rules:

Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.

Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.

Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)

Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types

Festhall
At This Location (Open): If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Smoking Den
At This Location (Open): At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Tengu Rookery
At This Location (Open): At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Warehouse
At This Location (Open): At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Floating Shipyard
At This Location (Open): Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
At This Location (Closed): You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Merchant Marina
At This Location (Open): Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


Feiya's: Current Hand | Character Deck

Feiya will start at the Floating Shipyard. Sticking with Compsognathus for my second cohort. I will display both cohorts ASAP.

Feiya wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d4
INTELLIGENCE d12+4
-KNOWLEDGE: INTELLIGENCE +2
-ARCANE: INTELLIGENCE +2 (Daji)
-CRAFT: INTELLIGENCE +2 (Daji)
WISDOM d6
CHARISMA d8+3
-DIPLOMACY: CHARISMA +2

Powers
HAND SIZE 7
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster (☐ or fail to acquire an ally that has the Animal, Arcane, or Vermin trait), you may recharge a spell to shuffle the monster into a random (☑ or any) other open location deck.
☑ On your turn, you may put a cohort (☑ or an ally that has the Arcane, Animal, or Vermin trait) on top of your deck to examine the top card of your location deck. (☑ Then you may discard a card to explore your location.)
☐ You may bury (☐ or discard) a cohort (☐ or an ally that has the Arcane, Animal, or Vermin trait) to reduce damage dealt to you to 0.
☑ When setting up, when you add cohorts to your hand, you may choose an additional Witch Class Deck cohort that has the Arcane trait and add it to your hand.
DAJI
While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle 1d4+1 random spells instead. Then put this card on top of your deck.

Hand: Compsognathus(B), Daji(B), Ring of Fire(3), Steal Soul(5), Verdure's Wrath(2), Scarf of Storytelling(6), Staff of Curses(4), Daji(P), Blessing of the Savored Sting(3)
Deck: 15 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used


Kyra will go to the Merchant Marina.

Wrathful Kyra Hand: Circle of Evil, Restorative Touch, Steal Soul, Boneshatter, Blessing of Mazmezz, Blessing of Barbatos, Hellfire Halo
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Feel free to use my non-Corrupted blessings on your checks to defeat, I'll heal a card each time you do so.
Reroll: Not Used; Hero points: 3/6

Skills and Powers:
SKILLS
Strength d6 [ ] +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [ ] +1 [ ] +2
- Knowledge: Intelligence +2
Wisdom d12 [X] +1 [X] +2 [X] +3 [X] +4
- Divine: Wisdom +2
Charisma d6 [X] +1 [X] +2 [X] +3 [ ] +4
- Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Heavy Armors, [ ] Weapons

POWERS:
For your check to defeat a bane that has the Demon or Undead trait, you may recharge a spell ([ ] or blessing) to use your Divine skill + 1d8 ([X] 2d6) and add the Attack, Divine, and Magic traits.
When you use the above power or play a blessing that does not have the Corrupted trait on another character’s ([X] or your) check to defeat, a character at your location may shuffle 1 random card ([X] of a type of your choice) from his discard pile into his deck after the check.
[X] When you play a boon that has the Healing trait on a character, any armors ([X] or allies) that would be shuffled into that character's deck may be put into that character's hand instead. ([X] Then you may recharge the boon.)
[ ] When you ([ ] or a character at your location) would bury an armor for its power, that character may discard it instead.


Season of Factions Favor Capstone Reward:

Once per turn, you may ignore the Corrupted trait on a card.

The Concordance

Deck handler link

Start at Tengu Rookery

Display Snapping Turtle as soon as game starts

Raheli wrote:

Hand: Binder's Tome, Staff of Minor Healing , Wand of Detect Magic, Blessing of Pharasma, Blessing of Nethys, Blessing of the Savored Sting,

Displayed: Snapping Turtle,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant:
b]Local:[/b]
Movement: Movement note
Other: Other notes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Augury, Fox (Core), Dreamcatcher, Angelic Doll, Wolverine, Channel the Gift, Byzantine Lexicon, Scrying, Black Spot, Wand of Flying, Cleric of Nethys, Staff of Curses, Good Omen (Core), Steal Soul, Blessing of Master of Masters
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. (~ Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE


Deck Handler for CotCT Radovan

Radovan will start at the Merchant Marina with Kyra.
Display Norge and Quang Devil forms as soon as the scenario starts.

Radovan wrote:

Hand: Rodrick, Oparal, Sawtooth Sabre +2, Forensic Physician, Blessing of the Gods, Blessing of the Savored Sting, Shadowless Sword,

Displayed: Quang (devil Form - OOC d6), Norge ( Devil Form - IC d8),
Deck: 17 Discard: 0 Buried: 0
Current Location: Merchant Marina
Hero Points: 4
NOTES:
Available Support: 2 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Elemental Command, Blessing of the Ancients, Isiem, Shy Ratani, Rapier of Puncturing, Blessing of the Starsong, Elyana, Nightwalker Isra, Red Leathers, Blessing of Abadar, Skyplate Armor, Keen Rapier +3, Belt of Physical Might, Blessing of the Elements, Ring of Regeneration
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Perception: Charisma +2 (when Fell Viridio displayed)
Acrobatics: Dexterity +2 (when Quang displayed)
Fortitude: Constitution +2 (when Norge displayed)
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per
turn, when a character at your location is dealt damage by a bane (☑ or fails to acquire
a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (☑ 1d6) to your combat check that does not have the 2-Handed trait; add an
additional 1d4 if you did not play a weapon (☑ or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at
your location) by 1 ( 2).
Reduce Poison damage dealt to you to 0. (when Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (when Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionaly banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (when Fell Viridio displayed)
You may evade your encounter. (when Quang displayed)
When you acquire a boon, you may display it next to this card. (when Quang displayed)
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number. (when Quang displayed)
Reduce Fire damage dealt to you to 0. (when Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (when Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionaly banish a card displayed next to this card to add another 1d8 plus that card's adventure deck number. (when Norge displayed)


During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
Use the Thresher as your ship.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

Party Ship: Thresher (Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.)

Scenario Level (#): 5

Rewards/Conditions:

10-00A: For the rest of the adventure, ships gain the additional power “When commanding this ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.”
Additional Rules:

Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.

Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.

Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)

Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types

Acquired Cards:

Plunder:

1. Armor

(BR Only)

Spoiler:

1. Brine Dragonhide Breastplate (Armor 4)

Random Monsters:

Monster 1
Spoiler:
Giant Sea Anemone
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.

Monster 2

Spoiler:
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.

Monster 3

Spoiler:
Shackles Pirate
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.

Monster 4

Spoiler:
Sapphire Jellyfish
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Monster 5

Spoiler:
Shark-Eating Crab
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.

Random Barriers:

Barrier 1
Spoiler:
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.

Barrier 2

Spoiler:
Wyvern Blade Trap
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.

Barrier 3

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.

Barrier 4

Spoiler:
Cannonade
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.

Barrier 5

Spoiler:
Ambush
SS Barrier B
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Random Weapons:

Weapon 1
Spoiler:
Dagger Pistol +1
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.

Weapon 2

Spoiler:
Invigorating Kukri +1
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.

Weapon 3

Spoiler:
Flaming Longbow +2
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.

Weapon 4

Spoiler:
Trident +2
SS Weapon 3
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

Weapon 5

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.

Random Spells:

Spell 1
Spoiler:
Rage
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.

Spell 2

Spoiler:
Freezing Sphere
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.

Spell 3

Spoiler:
Wall of Blades
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.

Spell 4

Spoiler:
Vomit Twin
SS Spell P
Traits: Magic Arcane
To Acquire: Constitution Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.

Spell 5

Spoiler:
Freezing Sphere
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.

Random Armor:

Armor 1
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.

Armor 2

Spoiler:
Reflecting Buckler
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.

Armor 3

Spoiler:
Fortified Breastplate
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.

Armor 4

Spoiler:
Reflecting Buckler
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.

Armor 5

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.

Random Items:

Item 1
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.

Item 2

Spoiler:
Pearl of Wisdom
SS Item B
Traits: Object Magic
To Acquire: Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Item 3

Spoiler:
Alchemical Glue
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.

Item 4

Spoiler:
Sapphire of Intelligence
SS Item B
Traits: Object Magic
To Acquire: Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.

Item 5

Spoiler:
Goblin Lockpick
SS Item P
Traits: Tool Alchemical
To Acquire: Dexterity Disable Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist


Random Allies:

Ally 1
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.

Ally 2

Spoiler:
Sefina
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.

Ally 3

Spoiler:
Coral Capuchin
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.

Ally 4

Spoiler:
Crimson Cogward
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.

Ally 5

Spoiler:
Old Salt
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Erastil
SS Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
Blessing of Achaekek
SS Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3

Spoiler:
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 4

Spoiler:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 5

Spoiler:
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.

Turn: 1 Raheli/Matsu Kurisu
Top of Blessing Discard Pile:

Blessing of Milani:
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.

Blessings Remaining: 29

Blessings Deck Cards/Turn Order:

Blessings Deck Card 1 - Turn 2 Kyra/cartmanbeck

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

Blessings Deck Card 2 - Turn 3 Feiya/Hawkmoon269

Spoiler:
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.

Blessings Deck Card 3 - Turn 4 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 4 - Turn 5 Raheli/Matsu Kurisu

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.

Blessings Deck Card 5 - Turn 6 Kyra/cartmanbeck

Spoiler:
Blessing of Gozreh
SS Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 - Turn 7 Feiya/Hawkmoon269

Spoiler:
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.

Blessings Deck Card 7 - Turn 8 Radovan/Katlyn99

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

Blessings Deck Card 8 - Turn 9 Raheli/Matsu Kurisu

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

Blessings Deck Card 9 - Turn 10 Kyra/cartmanbeck

Spoiler:
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.

Blessings Deck Card 10 - Turn 11 Feiya/Hawkmoon269

Spoiler:
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.

Blessings Deck Card 11 - Turn 12 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 12 - Turn 13 Raheli/Matsu Kurisu

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

Blessings Deck Card 13 - Turn 14 Kyra/cartmanbeck

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.

Blessings Deck Card 14 - Turn 15 Feiya/Hawkmoon269

Spoiler:
Blessing of Achaekek
SS Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 - Turn 16 Radovan/Katlyn99

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

Blessings Deck Card 16 - Turn 17 Raheli/Matsu Kurisu

Spoiler:
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.

Blessings Deck Card 17 - Turn 18 Kyra/cartmanbeck

Spoiler:
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.

Blessings Deck Card 18 - Turn 19 Feiya/Hawkmoon269

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.

Blessings Deck Card 19 - Turn 20 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 20 - Turn 21 Raheli/Matsu Kurisu

Spoiler:
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.

Blessings Deck Card 21 - Turn 22 Kyra/cartmanbeck

Spoiler:
Blessing of Achaekek
SS Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 23 Feiya/Hawkmoon269

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.

Blessings Deck Card 23 - Turn 24 Radovan/Katlyn99

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

Blessings Deck Card 24 - Turn 25 Raheli/Matsu Kurisu

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

Blessings Deck Card 25 - Turn 26 Kyra/cartmanbeck

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.

Blessings Deck Card 26 - Turn 27 Feiya/Hawkmoon269

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.

Blessings Deck Card 27 - Turn 28 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 28 - Turn 29 Raheli/Matsu Kurisu

Spoiler:
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.

Blessings Deck Card 29 - Turn 30 Kyra/cartmanbeck

Spoiler:
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.

Festhall
At This Location (Open): If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Festhall Card 1:
Telekinesis
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 2:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Festhall Card 3:
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 4:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 5:
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 6:
Keen Falcata +1
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 7:
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 8:
Dindreann
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Festhall Card 9:
Owlbeartross
SS Monster P
Traits: Aberration
To Defeat: Combat 13 THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 10:
Pteranodon
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.

Smoking Den
At This Location (Open): At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Smoking Den Card 1:
Animalbane Dagger +1
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.
Smoking Den Card 2:
Goblin Pegleg
SS Weapon P
Traits: Club Melee Bludgeoning Poison Swashbuckling
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate

Smoking Den Card 3:
Lookout Duty
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.
Smoking Den Card 4:
Skeleton Crew
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.
Smoking Den Card 5:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Smoking Den Card 6:
Drowning Spikes Trap
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.
Smoking Den Card 7:
Pteranodon
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Smoking Den Card 8:
Conchobhar Turlach Shortstone
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Smoking Den Card 9:
Darkforest Anemone
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.
Smoking Den Card 10:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.

Tengu Rookery
At This Location (Open): At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu

Tengu Rookery Card 1:
Becalmed
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.
Tengu Rookery Card 2:
Ambrose "Fishguts" Kroop
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Tengu Rookery Card 3:
Storm
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.
Tengu Rookery Card 4:
Grayflame Mace +2
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.
Tengu Rookery Card 5:
Siren Caller
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.
Tengu Rookery Card 6:
Wand of Flame
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.
Tengu Rookery Card 7:
Falcata +1
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.
Tengu Rookery Card 8:
Besmara's Bones
SS Item 2
Traits: Tool Swashbuckling Besmara
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
Tengu Rookery Card 9:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Tengu Rookery Card 10:
Giant Jellyfish
SS Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

Warehouse
At This Location (Open): At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Warehouse Card 1:
Gargoyle Sniper
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.
Warehouse Card 2:
Goblin Buckler Gun
SS Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Warehouse Card 3:
Nautical Charts
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.
Warehouse Card 4:
Albatross Soup
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.
Warehouse Card 5:
Heartbreak Hinsin
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Warehouse Card 6:
Kapre
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.
Warehouse Card 7:
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.
Warehouse Card 8:
Duergar Lashmaster
10-00 Villain 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Constitution Fortitude 10 THEN Combat 12
The difficulty to defeat is increased by the scenario’s adventure deck number.
On your Constitution or Fortitude check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
“I’m not taking you for your body. I’m taking you for your soul.”
Warehouse Card 9:
Galvo
SS Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Warehouse Card 10:
Potion of Heroism
SS Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Floating Shipyard
At This Location (Open): Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
At This Location (Closed): You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Feiya/Hawkmoon269

Floating Shipyard Card 1:
Barroom Brawl
SS Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Floating Shipyard Card 2:
Goblin Keelhaulin'
SS Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Floating Shipyard Card 3:
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Floating Shipyard Card 4:
Rosie Cusswell
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Floating Shipyard Card 5:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Floating Shipyard Card 6:
Eel Skin Armor
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.
Floating Shipyard Card 7:
Jellyfish Swarm
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.
Floating Shipyard Card 8:
Safe Harbor
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.
Floating Shipyard Card 9:
Norgorber Cultist
SS Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Floating Shipyard Card 10:
Divine Fortune
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.

Merchant Marina
At This Location (Open): Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kyra/cartmanbeck, Radovan/Katlyn99

Merchant Marina Card 1:
Navigator Musket +1
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.
Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
Merchant Marina Card 2:
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.
Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
Merchant Marina Card 3:
Skeleton Anchor
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.
Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
Merchant Marina Card 4:
Treasure Hunt
SS Barrier B
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
Merchant Marina Card 5:
Nirento
SS Monster 2
Traits: Plant
To Defeat: Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
Merchant Marina Card 6:
Helpful Haversack
SS Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
Merchant Marina Card 7:
Flaming Longbow +2
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.
Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
Merchant Marina Card 8:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
Merchant Marina Card 9:
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.
Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
Merchant Marina Card 10:
Slip
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.
Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.

The Concordance

Deck handler link

Turn Order
Raheli, Kyra, Feiya, Radovan

Blessing = 0 / Blessing of Milani

Start of Turn
At: Tengu Rookery
Display Snapping Turtle

Give: No
Move: No

Free Explore = 1: Becalmed, Barrier 2: Wisdom 8

Spoiler:
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.

Wisdom 1d6, Raheli.Item(Staff of Minor Healing AD3, Wand of Detect Magic) +2d4+3
Wisdom 8: 1d6 + 2d4 + 3 ⇒ (5) + (3, 1) + 3 = 12 - Banished

Discard Blessing of Nethys, examine 2 and rearrange,
2: Ambrose "Fishguts" Kroop
3: Storm

then explore 2: Ambrose "Fishguts" Kroop, Ally 1: Charisma 6

Spoiler:
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.

Charisma 1d6 Reveal Binders Tome +1d4
Charisma 6: 1d6 + 1d4 ⇒ (3) + (2) = 5 - Banished

End of Turn
Recovery

Reset
Draw up Good Omen (Core), Steal Soul, Staff of Curses

Summary
Location = Tengu Rookery
Acquired =
Banished = 1: Becalmed, 2: Ambrose "Fishguts" Kroop
Examined = 3: Storm

From Box =
Displayed =
Give =
Used =

Other =

Raheli wrote:

Hand: Good Omen (Core), Steal Soul, Binder's Tome, Staff of Curses, Blessing of Pharasma, Blessing of the Savored Sting,

Displayed: Snapping Turtle,
Deck: 14 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Staff of Curses (GoodOmen): +1d4+4 on combat. Available
GoodOmen: +1d6+5 on acquire, close/guard. Available
Local: Binders Tome: MENTAL +1d4 on combat or Charisma. REVEAL
Movement: Movement note
Other: Other notes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cleric of Nethys, Dreamcatcher, Wolverine, Wand of Flying, Augury, Byzantine Lexicon, Fire Barrage, Black Spot, Angelic Doll, Fox (Core), Blessing of Master of Masters, Channel the Gift
Recharged: Staff of Minor Healing , Wand of Detect Magic,
Discard Pile: Blessing of Nethys,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. (~ Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE


Kyra strolls through the marina, looking for interesting people to eat befriend.

Explore to find a Navigator Musket.
Dexterity 9: 1d4 + 5 ⇒ (3) + 5 = 8 She ignores the gun and moves on.

Blessing of Barbatos to explore, decorrupting it. Ruby of Charisma.
Charisma 7: 1d6 + 3 + 5 ⇒ (6) + 3 + 5 = 14 She finds a strikingly-beautiful ruby that she pockets.

Don't want to play Mazmezz if I can't decorrupt it, so I'll end my turn there.

Wrathful Kyra Hand: Circle of Evil, Restorative Touch, Steal Soul, Boneshatter, Blessing of Mazmezz, Ruby of Charisma, Hellfire Halo
Displayed:
Deck: 15 Discard: 1 Buried: 0
Notes: Feel free to use my non-Corrupted blessings on your checks to defeat, I'll heal a card each time you do so.
Reroll: Not Used; Hero points: 3/6

Skills and Powers:
SKILLS
Strength d6 [ ] +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [ ] +1 [ ] +2
- Knowledge: Intelligence +2
Wisdom d12 [X] +1 [X] +2 [X] +3 [X] +4
- Divine: Wisdom +2
Charisma d6 [X] +1 [X] +2 [X] +3 [ ] +4
- Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Heavy Armors, [ ] Weapons

POWERS:
For your check to defeat a bane that has the Demon or Undead trait, you may recharge a spell ([ ] or blessing) to use your Divine skill + 1d8 ([X] 2d6) and add the Attack, Divine, and Magic traits.
When you use the above power or play a blessing that does not have the Corrupted trait on another character’s ([X] or your) check to defeat, a character at your location may shuffle 1 random card ([X] of a type of your choice) from his discard pile into his deck after the check.
[X] When you play a boon that has the Healing trait on a character, any armors ([X] or allies) that would be shuffled into that character's deck may be put into that character's hand instead. ([X] Then you may recharge the boon.)
[ ] When you ([ ] or a character at your location) would bury an armor for its power, that character may discard it instead.


Season of Factions Favor Capstone Reward:

Once per turn, you may ignore the Corrupted trait on a card.


Feiya's: Current Hand | Character Deck

Turn 3
The hour is Erastil.

The Thresher glides into the Floating Shipyard.

Free exploration: Barroom Brawl
Just as Feiya is about to step off, a brawl breaks out among the crew.
Hex (Daji)
Dexterity 5+5-8=2: 1d8 ⇒ 4
Daji's menacing stare puts the crew back in order.

Ending my turn.

Feiya wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d4
INTELLIGENCE d12+4
-KNOWLEDGE: INTELLIGENCE +2
-ARCANE: INTELLIGENCE +2 (Daji)
-CRAFT: INTELLIGENCE +2 (Daji)
WISDOM d6
CHARISMA d8+3
-DIPLOMACY: CHARISMA +2

Powers
HAND SIZE 7
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster (☐ or fail to acquire an ally that has the Animal, Arcane, or Vermin trait), you may recharge a spell to shuffle the monster into a random (☑ or any) other open location deck.
☑ On your turn, you may put a cohort (☑ or an ally that has the Arcane, Animal, or Vermin trait) on top of your deck to examine the top card of your location deck. (☑ Then you may discard a card to explore your location.)
☐ You may bury (☐ or discard) a cohort (☐ or an ally that has the Arcane, Animal, or Vermin trait) to reduce damage dealt to you to 0.
☑ When setting up, when you add cohorts to your hand, you may choose an additional Witch Class Deck cohort that has the Arcane trait and add it to your hand.
DAJI
While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle 1d4+1 random spells instead. Then put this card on top of your deck.

Hand: Ring of Fire(3), Steal Soul(5), Verdure's Wrath(2), Scarf of Storytelling(6), Staff of Curses(4), Cat(3), Blessing of the Savored Sting(3)
Deck: 15 Discard: 0 Buried: 0 Displayed: 2
Notes: Reroll: Not Used


Deck Handler for CotCT Radovan

OFF-TURN ACTIONS:On Kyra's Turn: Display Giant Sea Anemone (5) next to Quang.

Hourglass Discard: Blessing of Hshurha

Explore: Skeleton Anchor

Wisdom 13: 1d6 + 5 ⇒ (3) + 5 = 8
Display Giant Rock Crab (1) next to Quang.

Discard Rodrick to explore.
Explore: Treasure Hunt

Burying Giant Sea Anemone (5) to add d6+5
Intelligence 12: 1d4 + 5 + 1d6 + 5 ⇒ (3) + 5 + (6) + 5 = 19

Item added Bottled Lightning
Reveal Forensic Physician to heal then discard to explore.
Explore: Nirento

BYA: succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
Wisdom 8: 1d6 + 5 ⇒ (4) + 5 = 9
Norge is displayed which adds 1 and the fire trait. Revealing Shadowless sword.
Combat 11: 1d8 + 3 + 1d8 + 2 + 5 ⇒ (6) + 3 + (2) + 2 + 5 = 18

Discard Bottled Lightning.

Radovan wrote:

Hand: Sawtooth Sabre +2, Shadowless Sword, Oparal, Blessing of the Gods, Blessing of the Savored Sting, Shy Ratani, Blessing of the Ancients,

Displayed: Quang (devil Form - OOC d6), Giant Rock Crab (1), Norge ( Devil Form - IC d8),
Deck: 17 Discard: 1 Buried: 1
Current Location: Merchant Marina
Hero Points: 4
NOTES:
Available Support: 3 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Regeneration, Bottled Lightning, Skyplate Armor, Rodrick, Isiem, Blessing of the Elements, Blessing of the Starsong, Belt of Physical Might, Ring of Elemental Command, Elyana, Rapier of Puncturing, Keen Rapier +3, Red Leathers, Nightwalker Isra, Blessing of Abadar
Recharged:
Discard Pile: Forensic Physician,
Buried Pile: Giant Sea Anemone (5),

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Perception: Charisma +2 (when Fell Viridio displayed)
Acrobatics: Dexterity +2 (when Quang displayed)
Fortitude: Constitution +2 (when Norge displayed)
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per
turn, when a character at your location is dealt damage by a bane (☑ or fails to acquire
a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (☑ 1d6) to your combat check that does not have the 2-Handed trait; add an
additional 1d4 if you did not play a weapon (☑ or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at
your location) by 1 ( 2).
Reduce Poison damage dealt to you to 0. (when Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (when Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionaly banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (when Fell Viridio displayed)
You may evade your encounter. (when Quang displayed)
When you acquire a boon, you may display it next to this card. (when Quang displayed)
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number. (when Quang displayed)
Reduce Fire damage dealt to you to 0. (when Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (when Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionaly banish a card displayed next to this card to add another 1d8 plus that card's adventure deck number. (when Norge displayed)


Kyra can't make the Treasure Hunt check without spending resources, so she'll just take 0.

The Concordance

Deck handler link

Turn Order
Raheli, Kyra, Feiya, Radovan

Blessing = 4 / Blessing of Besmara

Start of Turn
At: Tengu Rookery
Give: No
Move: Warehouse

Free Explore = 1: Gargoyle Sniper, Monster 4: Combat 18

Spoiler:
Traits: Gargoyle Scout
To Defeat: Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

BYA Perception 12: 1d4 ⇒ 3. Failed Combat damage: 1d4 - 1 ⇒ (1) - 1 = 0
Raheli.Combat (Blessing of Pharasma) 1d10+3+2d8 Reveal Binder's Tome +1d4
Combat 18: 1d10 + 3 + 2d8 + 1d4 ⇒ (4) + 3 + (6, 5) + (3) = 21 - Banished
Display Steal Soul

End of Turn
Recovery

Reset
Draw up Fox (Core), Wolverine

Summary
Location = Warehouse
Acquired =
Banished = 1: Gargoyle Sniper
Examined =

From Box =
Displayed = Steal Soul
Give =
Used =

Other =

Raheli wrote:

Hand: Good Omen (Core), Staff of Curses, Binder's Tome, Fox (Core), Wolverine, Blessing of the Savored Sting,

Displayed: Snapping Turtle, Steal Soul,
Deck: 14 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Staff of Curses (GoodOmen): +1d4+4 on combat. Available
GoodOmen: +1d6+5 on acquire, close/guard. Available
Local: Binders Tome: MENTAL +1d4 on combat or Charisma. REVEAL
Movement: Movement note
Other: Other notes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Augury, Black Spot, Wand of Flying, Blessing of Master of Masters, Channel the Gift, Fire Barrage, Angelic Doll, Dreamcatcher, Byzantine Lexicon, Cleric of Nethys
Recharged: Staff of Minor Healing , Wand of Detect Magic, Blessing of Pharasma, Staff of Curses,
Discard Pile: Blessing of Nethys,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. (~ Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE


When Radovan killed the Nirento, Kyra displayed Steal Soul.

Kyra absorbs the soul of the giant crab that her buddy Radovan eviscerated, feeling its power welling up inside her. She continues walking through the Marina, looking for new thralls friends.

Exploring to find a Helpful Haversack.
Intelligence 6: 1d8 + 5 + 1d4 ⇒ (8) + 5 + (4) = 17 She finds an empty rucksack that has a magical pocket in it. Useful. She straps it on her back and continues.

Blessing of Mazmezz (decorrupted) to explore again. Flaming Longbow +2. I'll recharge my Ruby of Charisma to use that instead of Dexterity.
Dexterity 13: 1d6 + 5 + 1d4 ⇒ (1) + 5 + (4) = 10 She sees a magical bow, but leaves it be.

Wrathful Kyra Hand: Circle of Evil, Restorative Touch, Helpful Haversack, Boneshatter, Asmodean High Priest, Blessing of the Lady of Graves, Hellfire Halo
Displayed: Steal Soul
Deck: 14 Discard: 2 Buried: 0
Notes: Feel free to use my non-Corrupted blessings on your checks to defeat, I'll heal a card each time you do so.
Reroll: Not Used; Hero points: 3/6

Skills and Powers:
SKILLS
Strength d6 [ ] +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [ ] +1 [ ] +2
- Knowledge: Intelligence +2
Wisdom d12 [X] +1 [X] +2 [X] +3 [X] +4
- Divine: Wisdom +2
Charisma d6 [X] +1 [X] +2 [X] +3 [ ] +4
- Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Heavy Armors, [ ] Weapons

POWERS:
For your check to defeat a bane that has the Demon or Undead trait, you may recharge a spell ([ ] or blessing) to use your Divine skill + 1d8 ([X] 2d6) and add the Attack, Divine, and Magic traits.
When you use the above power or play a blessing that does not have the Corrupted trait on another character’s ([X] or your) check to defeat, a character at your location may shuffle 1 random card ([X] of a type of your choice) from his discard pile into his deck after the check.
[X] When you play a boon that has the Healing trait on a character, any armors ([X] or allies) that would be shuffled into that character's deck may be put into that character's hand instead. ([X] Then you may recharge the boon.)
[ ] When you ([ ] or a character at your location) would bury an armor for its power, that character may discard it instead.


Season of Factions Favor Capstone Reward:

Once per turn, you may ignore the Corrupted trait on a card.


Feiya's: Current Hand | Character Deck

Turn 7
The hour is Norgorber

Feiya continues on through the Floating Shipyard.

Free exploration: Goblin Keelhaulin;
From out of nowhere, a band of goblins appears, attempting to over take the crew of the Thresher.
Hex (Scarf of Storytelling), Blessing of the Savored Sting
BoSS: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (4) + (5) + (7) + (5) = 21
Survival 6+10-8=8: 1d6 + 2 + 7 ⇒ (2) + 2 + 7 = 11
AYA: Stash 7 Plunder
Plunder 1: 1d6 ⇒ 1 Weapon
Plunder 2: 1d6 ⇒ 2 Spell
Plunder 3: 1d6 ⇒ 5 Ally
Plunder 4: 1d6 ⇒ 6 Choice: Item
Plunder 5: 1d6 ⇒ 3 Armor
Plunder 6: 1d6 ⇒ 2 Spell
Plunder 7: 1d6 ⇒ 3 Armor
Defeated

Feiya and the crew fight off the goblins, driving them from the ship.

Discard Cat to explore: Haneilius Fitch
Diplomacy 9: 1d8 + 5 ⇒ (7) + 5 = 12
Success
Acquired

Searching below decks, Feiya finds a surgeon, imprisoned by the goblins and invites him along.

Recharge Haneilius Fitch to explore: Rosie Cusswell
Diplomacy 6: 1d8 + 5 ⇒ (5) + 5 = 10
Success
Acquired

She also finds a halfling, who also joins up with Feiya.

Feiya sees to it that the 2 new members of the crew are well cared for.

Ending my turn.

Feiya wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d4
INTELLIGENCE d12+4
-KNOWLEDGE: INTELLIGENCE +2
-ARCANE: INTELLIGENCE +2 (Daji)
-CRAFT: INTELLIGENCE +2 (Daji)
WISDOM d6
CHARISMA d8+3
-DIPLOMACY: CHARISMA +2

Powers
HAND SIZE 7
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster (☐ or fail to acquire an ally that has the Animal, Arcane, or Vermin trait), you may recharge a spell to shuffle the monster into a random (☑ or any) other open location deck.
☑ On your turn, you may put a cohort (☑ or an ally that has the Arcane, Animal, or Vermin trait) on top of your deck to examine the top card of your location deck. (☑ Then you may discard a card to explore your location.)
☐ You may bury (☐ or discard) a cohort (☐ or an ally that has the Arcane, Animal, or Vermin trait) to reduce damage dealt to you to 0.
☑ When setting up, when you add cohorts to your hand, you may choose an additional Witch Class Deck cohort that has the Arcane trait and add it to your hand.
DAJI
While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle 1d4+1 random spells instead. Then put this card on top of your deck.

Hand: Ring of Fire(3), Steal Soul(5), Verdure's Wrath(2), Staff of Curses(4), Rosie Cusswell(1), Blessing of Norgorber(4), Blessing of the Savored Sting(4)
Deck: 15 Discard: 2 Buried: 0 Displayed: 2
Notes: Reroll: Not Used

Summary: Banished card 2. Acquired cards 3 and 4. Stashed 7 plunder.


Deck Handler for CotCT Radovan

Display Shackles Pirate(0) next to norge on kyras turn.

Explore Duergar Slave-Taker
Bya recharging both allies fort 11: 1d8 + 3 + 2d4 ⇒ (8) + 3 + (4, 2) = 17
Reveal Sawtooth Sabre +2
Check to defeat combat 17: 1d8 + 3 + 5 + 1d6 + 2 ⇒ (1) + 3 + 5 + (3) + 2 = 14
Shirt reroll 1d8 + 3 + 5 + 3 + 2 ⇒ (1) + 3 + 5 + 3 + 2 = 14
Hero point reroll combat 17: 1d8 + 3 + 5 + 1d6 + 2 ⇒ (5) + 3 + 5 + (2) + 2 = 17
I don't trust the dice after that so burying rock crab for a d6+1
To close diplomacy 6: 1d8 + 3 + 1d6 + 1 ⇒ (5) + 3 + (1) + 1 = 10
"

Radovan wrote:

Hand: Sawtooth Sabre +2, Shadowless Sword, Skyplate Armor, Blessing of the Gods, Blessing of the Savored Sting, Ring of Elemental Command, Blessing of the Ancients,

Displayed: Quang (devil Form - OOC d6), Norge ( Devil Form - IC d8), shackles pirate (0),
Deck: 16 Discard: 2 Buried: 2
Current Location: Merchant Marina
Hero Points: 3
NOTES:
Available Support: 3 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elyana, Blessing of the Starsong, Red Leathers, Rodrick, Nightwalker Isra, Isiem, Keen Rapier +3, Blessing of the Elements, Blessing of Abadar, Rapier of Puncturing, Belt of Physical Might, Ring of Regeneration
Recharged: Oparal, Shy Ratani,
Discard Pile: Forensic Physician, Bottled Lightning,
Buried Pile: Giant Sea Anemone (5), Giant Rock Crab (1),

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Perception: Charisma +2 (when Fell Viridio displayed)
Acrobatics: Dexterity +2 (when Quang displayed)
Fortitude: Constitution +2 (when Norge displayed)
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per
turn, when a character at your location is dealt damage by a bane (☑ or fails to acquire
a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (☑ 1d6) to your combat check that does not have the 2-Handed trait; add an
additional 1d4 if you did not play a weapon (☑ or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at
your location) by 1 ( 2).
Reduce Poison damage dealt to you to 0. (when Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (when Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionaly banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (when Fell Viridio displayed)
You may evade your encounter. (when Quang displayed)
When you acquire a boon, you may display it next to this card. (when Quang displayed)
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number. (when Quang displayed)
Reduce Fire damage dealt to you to 0. (when Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (when Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionaly banish a card displayed next to this card to add another 1d8 plus that card's adventure deck number. (when Norge displayed)
"

The Concordance

Deck handler link

Turn Order
Raheli, Kyra, Feiya, Radovan

Blessing = 8 / Blessing of the Gods

Start of Turn
At: Warehouse
Give: No
Move: Tengu Rookery

Free Explore = 3: Storm, Barrier 2: None - Displayed

Spoiler:
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.

Discard Fox (Core) to explore, +1d4 Int/Wis = 4: Grayflame Mace +2, Weapon 5: Divine 12

Spoiler:
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.

PAUSING TURN FOR DECISION ON WHETHER TO SPEND RESOURCES

The Concordance

Deck handler link

TURN CONTINUES
Discard Fox (Core) to explore, +1d4 Int/Wis = 4: Grayflame Mace +2, Weapon 5: Strength 12

Spoiler:
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.

Strength 1d6, Steal Soul +1d4
Strength 12: 1d6 + 1d4 ⇒ (2) + (4) = 6 - Banished

Discard Wolverine, Explore +1d6 on Stealth = 5: Siren Caller, Monster B, Veteran: Wisdom 13 (8+5)

Spoiler:
Traits: Siren Aquatic Veteran
To Defeat: Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Wisdom 1d6, Steal Soul +1d4, Raheli.Item(Staff of Curses (AD4)) +1d4+4, Recharge Radovan's Blessing of the Ancients +1d6
Wisdom 13: 1d6 + 1d4 + 1d4 + 4 + 1d6 ⇒ (3) + (4) + (3) + 4 + (3) = 17 - banished

End of Turn
Recovery

Reset
Draw up Dreamcatcher, Wand of Flying, Cleric of Nethys

Summary
Location = Tengu Rookery
Acquired =
Banished = 4: Grayflame Mace +2, 5: Siren Caller
Examined =

From Box =
Displayed = 3: Storm
Give =
Used = Recharge Radovan's Blessing of the Ancients

Other =

Raheli wrote:

Hand: Good Omen (Core), Binder's Tome, Dreamcatcher, Wand of Flying, Cleric of Nethys, Blessing of the Savored Sting,

Displayed: Snapping Turtle, Steal Soul,
Deck: 11 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: GoodOmen: +1d6+5 on acquire, close/guard. Available
Local: Binders Tome: MENTAL +1d4 on combat or Charisma. REVEAL
Movement: Movement note
Other: Other notes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Angelic Doll, Fire Barrage, Blessing of Master of Masters, Channel the Gift, Augury, Byzantine Lexicon, Black Spot
Recharged: Staff of Minor Healing , Wand of Detect Magic, Blessing of Pharasma, Staff of Curses,
Discard Pile: Blessing of Nethys, Fox (Core), Wolverine,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. (~ Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE


During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
Use the Thresher as your ship.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

Party Ship: Thresher (Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.)

Scenario Level (#): 5

Rewards/Conditions:

10-00A: For the rest of the adventure, ships gain the additional power “When commanding this ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.”
Additional Rules:

Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.

Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.

Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)

Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types

Acquired Cards:

Bottled Lightning (Item 5)
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.

Haneilius Fitch (Ally 3)

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.

Helpful Haversack (Item 1)

Spoiler:
Helpful Haversack
SS Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

Rosie Cusswell (Ally 1)

Spoiler:
Rosie Cusswell
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.

Ruby of Charisma (Item 0)

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.

1x Item 5
1x Item 1
1x Item 0
1x Ally 3
1x Ally 1

Plunder:

1. Armor
2. Weapon
3. Spell
4. Ally
5. Item
6. Armor
7. Spell
8. Armor

(BR Only)

Spoiler:

1. Brine Dragonhide Breastplate (Armor 4)
2. Flaming Longbow +2 (Weapon 5)
3. Obscure (Spell 1)
4. Cut-Throat Grok (Ally 1)
5. Crystal of Healing Hands (Item 3)
6. Fortified Breastplate (Armor 5)
7. Rage (Spell 1)
8. Animated Shield (Armor 4)

Random Monsters:

Monster 1
Spoiler:
Shark-Eating Crab
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.

Monster 2

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.

Monster 3

Spoiler:
Cyclops
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.

Monster 4

Spoiler:
Pirate Guard
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.

Monster 5

Spoiler:
Sea Drake
SS Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.

Random Barriers:

Barrier 1
Spoiler:
Hull Damage
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.

Barrier 2

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.

Barrier 3

Spoiler:
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.

Barrier 4

Spoiler:
Phantom Fog
SS Barrier 5
Traits: Obstacle Weather
To Defeat: Wisdom Survival 15
If undefeated, move to a random open location and shuffle this card into that location.

Barrier 5

Spoiler:
Crawling Cyclops Hands
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.

Random Weapons:

Weapon 1
Spoiler:
Saltbox
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.

Weapon 2

Spoiler:
Falcata +1
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.

Weapon 3

Spoiler:
Musket +2
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.

Weapon 4

Spoiler:
Flaming Falcata +3
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.

Weapon 5

Spoiler:
Invigorating Kukri +1
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.

Random Spells:

Spell 1
Spoiler:
Resist Energy
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.

Spell 2

Spoiler:
Dimension Leap
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.

Spell 3

Spoiler:
Find Traps
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.

Spell 4

Spoiler:
Animate Water
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.

Spell 5

Spoiler:
Holy Feast
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.

Random Armor:

Armor 1
Spoiler:
Breastplate of the Deep
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.

Armor 2

Spoiler:
Animated Shield
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.

Armor 3

Spoiler:
Reflecting Buckler
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.

Armor 4

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.

Armor 5

Spoiler:
Fortified Breastplate
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.

Random Items:

Item 1
Spoiler:
Net of Snaring
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.

Item 2

Spoiler:
Potion of Healing
SS Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Item 3

Spoiler:
Potion of Flying
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.

Item 4

Spoiler:
Potion of Flying
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.

Item 5

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.

Random Allies:

Ally 1
Spoiler:
Old Salt
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.

Ally 2

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.

Ally 3

Spoiler:
Corlan
SS Ally 3
Traits: Tengu Smuggler
To Acquire: Charisma Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.

Ally 4

Spoiler:
Barracuda Aiger
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.

Ally 5

Spoiler:
Barefoot Samms Toppin
SS Ally B
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Random Blessings:

Blessing 1
Spoiler:
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 2

Spoiler:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 3

Spoiler:
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 4

Spoiler:
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 5

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

Turn: 10 Kyra/cartmanbeck
Top of Blessing Discard Pile:

Blessing of Kelizandri:
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.

Blessings Remaining: 20

Blessings Deck Cards/Turn Order:

Blessings Deck Card 10 - Turn 11 Feiya/Hawkmoon269

Spoiler:
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.

Blessings Deck Card 11 - Turn 12 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 12 - Turn 13 Raheli/Matsu Kurisu

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

Blessings Deck Card 13 - Turn 14 Kyra/cartmanbeck

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.

Blessings Deck Card 14 - Turn 15 Feiya/Hawkmoon269

Spoiler:
Blessing of Achaekek
SS Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 - Turn 16 Radovan/Katlyn99

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

Blessings Deck Card 16 - Turn 17 Raheli/Matsu Kurisu

Spoiler:
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.

Blessings Deck Card 17 - Turn 18 Kyra/cartmanbeck

Spoiler:
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.

Blessings Deck Card 18 - Turn 19 Feiya/Hawkmoon269

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.

Blessings Deck Card 19 - Turn 20 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 20 - Turn 21 Raheli/Matsu Kurisu

Spoiler:
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.

Blessings Deck Card 21 - Turn 22 Kyra/cartmanbeck

Spoiler:
Blessing of Achaekek
SS Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 23 Feiya/Hawkmoon269

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.

Blessings Deck Card 23 - Turn 24 Radovan/Katlyn99

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

Blessings Deck Card 24 - Turn 25 Raheli/Matsu Kurisu

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

Blessings Deck Card 25 - Turn 26 Kyra/cartmanbeck

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.

Blessings Deck Card 26 - Turn 27 Feiya/Hawkmoon269

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.

Blessings Deck Card 27 - Turn 28 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 28 - Turn 29 Raheli/Matsu Kurisu

Spoiler:
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.

Blessings Deck Card 29 - Turn 30 Kyra/cartmanbeck

Spoiler:
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.

Festhall
At This Location (Open): If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Festhall Card 1:
Telekinesis
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 2:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Festhall Card 3:
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 4:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 5:
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 6:
Keen Falcata +1
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 7:
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 8:
Dindreann
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Festhall Card 9:
Owlbeartross
SS Monster P
Traits: Aberration
To Defeat: Combat 13 THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 10:
Pteranodon
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.

Smoking Den
At This Location (Open): At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Smoking Den Card 1:
Animalbane Dagger +1
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.
Smoking Den Card 2:
Goblin Pegleg
SS Weapon P
Traits: Club Melee Bludgeoning Poison Swashbuckling
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate

Smoking Den Card 3:
Lookout Duty
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.
Smoking Den Card 4:
Skeleton Crew
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.
Smoking Den Card 5:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Smoking Den Card 6:
Drowning Spikes Trap
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.
Smoking Den Card 7:
Pteranodon
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Smoking Den Card 8:
Conchobhar Turlach Shortstone
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Smoking Den Card 9:
Darkforest Anemone
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.
Smoking Den Card 10:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.

Tengu Rookery
At This Location (Open): At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu, Storm

Storm (Displayed):
Storm
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.
Tengu Rookery Card 1:
Wand of Flame
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.
Tengu Rookery Card 2:
Falcata +1
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.
Tengu Rookery Card 3:
Besmara's Bones
SS Item 2
Traits: Tool Swashbuckling Besmara
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
Tengu Rookery Card 4:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Tengu Rookery Card 5:
Giant Jellyfish
SS Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

Warehouse
At This Location (Open): At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Warehouse Card 1:
Goblin Buckler Gun
SS Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Warehouse Card 2:
Nautical Charts
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.
Warehouse Card 3:
Albatross Soup
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.
Warehouse Card 4:
Heartbreak Hinsin
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Warehouse Card 5:
Kapre
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.
Warehouse Card 6:
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.
Warehouse Card 7:
Duergar Lashmaster
10-00 Villain 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Constitution Fortitude 10 THEN Combat 12
The difficulty to defeat is increased by the scenario’s adventure deck number.
On your Constitution or Fortitude check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
“I’m not taking you for your body. I’m taking you for your soul.”
Warehouse Card 8:
Galvo
SS Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Warehouse Card 9:
Potion of Heroism
SS Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Floating Shipyard
At This Location (Open): Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
At This Location (Closed): You may bury a card to repair your ship.
M: 2 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Feiya/Hawkmoon269

Floating Shipyard Card 1:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Floating Shipyard Card 2:
Eel Skin Armor
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.
Floating Shipyard Card 3:
Jellyfish Swarm
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.
Floating Shipyard Card 4:
Safe Harbor
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.
Floating Shipyard Card 5:
Norgorber Cultist
SS Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Floating Shipyard Card 6:
Divine Fortune
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.

Merchant Marina
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Dispayed Here: Kyra/cartmanbeck, Radovan/Katlyn99


Radovan and Kyra each need to discard a card for Merchant Marina's When Permanently Closed effect. This discard happens before Radovan's hand reset.


Deck Handler for CotCT Radovan

Radovan's updated hand after discarding the BotG for the permanently closed effect and recharging the BotA for Rahali.

Radovan wrote:

Hand: Sawtooth Sabre +2, Shadowless Sword, Skyplate Armor, Blessing of the Starsong, Blessing of the Savored Sting, Ring of Elemental Command,

Displayed: Quang (devil Form - OOC d6), Norge ( Devil Form - IC d8), shackles pirate (0),
Deck: 16 Discard: 3 Buried: 2
Current Location: Merchant Marina
Hero Points: 3
NOTES:
Available Support: 2 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Isiem, Blessing of the Elements, Blessing of Abadar, Elyana, Keen Rapier +3, Rodrick, Belt of Physical Might, Nightwalker Isra, Rapier of Puncturing, Ring of Regeneration, Red Leathers
Recharged: Oparal, Shy Ratani, Blessing of the Ancients,
Discard Pile: Forensic Physician, Bottled Lightning, Blessing of the Gods,
Buried Pile: Giant Sea Anemone (5), Giant Rock Crab (1),

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Perception: Charisma +2 (when Fell Viridio displayed)
Acrobatics: Dexterity +2 (when Quang displayed)
Fortitude: Constitution +2 (when Norge displayed)
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per
turn, when a character at your location is dealt damage by a bane (☑ or fails to acquire
a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (☑ 1d6) to your combat check that does not have the 2-Handed trait; add an
additional 1d4 if you did not play a weapon (☑ or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at
your location) by 1 ( 2).
Reduce Poison damage dealt to you to 0. (when Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (when Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionaly banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (when Fell Viridio displayed)
You may evade your encounter. (when Quang displayed)
When you acquire a boon, you may display it next to this card. (when Quang displayed)
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number. (when Quang displayed)
Reduce Fire damage dealt to you to 0. (when Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (when Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionaly banish a card displayed next to this card to add another 1d8 plus that card's adventure deck number. (when Norge displayed)


Kyra discards Circle of Evil for the effect.

Kyra heads over to the Smoking Den to try to find some inebriated people to take advantage of new friends.

Explore to find an Animalbane Dagger. I'll just let that go. Asmodean High Priest to explore again. A Goblin Pegleg.
Strength 8: 1d6 + 1d4 ⇒ (5) + (3) = 8

Kyra picks up a strange-looking barstool leg, shrugs, and puts it on her belt.

She'll heal herself up a bit and then end her turn.
heals: 1d4 + 1 ⇒ (1) + 1 = 2
Divine: 1d12 + 6 ⇒ (5) + 6 = 11

Wrathful Kyra Hand: Ruby of Charisma, Godclaw Gauntlets, Helpful Haversack, Boneshatter, Corruptive Half-Plate, Blessing of the Lady of Graves, Hellfire Halo
Displayed: Steal Soul
Deck: 14 Discard: 2 Buried: 0
Notes: Feel free to use my non-Corrupted blessings on your checks to defeat, I'll heal a card each time you do so.
Reroll: Not Used; Hero points: 3/6

Skills and Powers:
SKILLS
Strength d6 [ ] +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [ ] +1 [ ] +2
- Knowledge: Intelligence +2
Wisdom d12 [X] +1 [X] +2 [X] +3 [X] +4
- Divine: Wisdom +2
Charisma d6 [X] +1 [X] +2 [X] +3 [ ] +4
- Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Heavy Armors, [ ] Weapons

POWERS:
For your check to defeat a bane that has the Demon or Undead trait, you may recharge a spell ([ ] or blessing) to use your Divine skill + 1d8 ([X] 2d6) and add the Attack, Divine, and Magic traits.
When you use the above power or play a blessing that does not have the Corrupted trait on another character’s ([X] or your) check to defeat, a character at your location may shuffle 1 random card ([X] of a type of your choice) from his discard pile into his deck after the check.
[X] When you play a boon that has the Healing trait on a character, any armors ([X] or allies) that would be shuffled into that character's deck may be put into that character's hand instead. ([X] Then you may recharge the boon.)
[ ] When you ([ ] or a character at your location) would bury an armor for its power, that character may discard it instead.


Season of Factions Favor Capstone Reward:

Once per turn, you may ignore the Corrupted trait on a card.


Feiya's: Current Hand | Character Deck

Turn 11
The hour is Blessing of Hshurha

Feiya continues to search through the Floating Shipyard.

Free exploration: Duergar Slave-Taker
She is caught off guard by a slaver.
BYA
Blessing of the Savored Sting, recharge Rosie Cusswell
BoSS: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (1) + (3) + (2) + (7) = 13
Constitution 6+5=11: 1d4 + 1d4 + 7 ⇒ (4) + (1) + 7 = 12
With Rosie's help, they manage to keep him from taking anymore captives.
Verdure's Wrath, Hex (Staff of Curses)
Combat12+5-6=11: 1d12 + 6 + 2d6 ⇒ (3) + 6 + (2, 3) = 14
Success
Defeated
Display Steal Soul

Having driven the slavers out, Feiya seeks to put an enchantment around the shipyards to keep them out.

Attempting to close...
Craft 8: 1d12 + 6 + 1d4 ⇒ (7) + 6 + (3) = 16
Success
Closed

Ending my turn.
Recovery
Verdure's Wrath: Arcane 10: 1d12 + 6 + 1d4 ⇒ (4) + 6 + (1) = 11
Success
Recharged

Feiya wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d4
INTELLIGENCE d12+4
-KNOWLEDGE: INTELLIGENCE +2
-ARCANE: INTELLIGENCE +2 (Daji)
-CRAFT: INTELLIGENCE +2 (Daji)
WISDOM d6
CHARISMA d8+3
-DIPLOMACY: CHARISMA +2

Powers
HAND SIZE 7
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster (☐ or fail to acquire an ally that has the Animal, Arcane, or Vermin trait), you may recharge a spell to shuffle the monster into a random (☑ or any) other open location deck.
☑ On your turn, you may put a cohort (☑ or an ally that has the Arcane, Animal, or Vermin trait) on top of your deck to examine the top card of your location deck. (☑ Then you may discard a card to explore your location.)
☐ You may bury (☐ or discard) a cohort (☐ or an ally that has the Arcane, Animal, or Vermin trait) to reduce damage dealt to you to 0.
☑ When setting up, when you add cohorts to your hand, you may choose an additional Witch Class Deck cohort that has the Arcane trait and add it to your hand.
DAJI
While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle 1d4+1 random spells instead. Then put this card on top of your deck.

Hand: Fly(2), Ring of Fire(3), Shapechange(6), Staff of Life(5), Cleric of Nethys(2), Vampire Bat(3), Blessing of Norgorber(4)
Deck: 13 Discard: 3 Buried: 0 Displayed: 3
Notes: Reroll: Not Used
Steal Soul (+1d4 to all my checks)

At the start of the next turn, I'll play Shapechange and make my Strength, Dexterity, and Constitution all 1d12+2.

Summary: Floating Shipyard closed.


During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
Use the Thresher as your ship.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

Party Ship: Thresher (Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.)

Scenario Level (#): 5

Rewards/Conditions:

10-00A: For the rest of the adventure, ships gain the additional power “When commanding this ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.”
Additional Rules:

Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.

Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.

Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)

Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types

Acquired Cards:

Bottled Lightning (Item 5)
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.

Goblin Pegleg (Weapon 0)

Spoiler:
Goblin Pegleg
SS Weapon P
Traits: Club Melee Bludgeoning Poison Swashbuckling
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate

Haneilius Fitch (Ally 3)

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.

Helpful Haversack (Item 1)

Spoiler:
Helpful Haversack
SS Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

Rosie Cusswell (Ally 1)

Spoiler:
Rosie Cusswell
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.

Ruby of Charisma (Item 0)

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.

1x Weapon 0
1x Item 5
1x Item 1
1x Item 0
1x Ally 3
1x Ally 1

Plunder:

1. Armor
2. Weapon
3. Spell
4. Ally
5. Item
6. Armor
7. Spell
8. Armor

(BR Only)

Spoiler:

1. Brine Dragonhide Breastplate (Armor 4)
2. Flaming Longbow +2 (Weapon 5)
3. Obscure (Spell 1)
4. Cut-Throat Grok (Ally 1)
5. Crystal of Healing Hands (Item 3)
6. Fortified Breastplate (Armor 5)
7. Rage (Spell 1)
8. Animated Shield (Armor 4)

Random Monsters:

Monster 1
Spoiler:
Spiny Eurypterid
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.

Monster 2

Spoiler:
Cyclops
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.

Monster 3

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.

Monster 4

Spoiler:
Canopy Creeper
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.

Monster 5

Spoiler:
Shark-Eating Crab
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.

Random Barriers:

Barrier 1
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.

Barrier 2

Spoiler:
Becalmed
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.

Barrier 3

Spoiler:
Cannonade
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.

Barrier 4

Spoiler:
Hull Damage
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.

Barrier 5

Spoiler:
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.

Random Weapons:

Weapon 1
Spoiler:
Grayflame Mace +2
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.

Weapon 2

Spoiler:
Humanbane Crossbow +2
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.

Weapon 3

Spoiler:
Dagger Pistol +1
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.

Weapon 4

Spoiler:
Keen Falcata +1
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.

Weapon 5

Spoiler:
Keen Rapier +3
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.

Random Spells:

Spell 1
Spoiler:
Animate Water
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.

Spell 2

Spoiler:
Protect
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.

Spell 3

Spoiler:
Dimension Leap
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.

Spell 4

Spoiler:
Geyser
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.

Spell 5

Spoiler:
Find Traps
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.

Random Armor:

Armor 1
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.

Armor 2

Spoiler:
Breastplate of the Deep
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.

Armor 3

Spoiler:
Animated Shield
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.

Armor 4

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.

Armor 5

Spoiler:
Eel Skin Armor
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.

Random Items:

Item 1
Spoiler:
Helpful Haversack
SS Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

Item 2

Spoiler:
Token of Remembrance
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.

Item 3

Spoiler:
Skeleton Anchor
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.

Item 4

Spoiler:
Alchemical Glue
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.

Item 5

Spoiler:
Potion of Healing
SS Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Random Allies:

Ally 1
Spoiler:
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.

Ally 2

Spoiler:
Merrill Pegsworthy
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.

Ally 3

Spoiler:
Ederleigh Baines
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.

Ally 4

Spoiler:
Slip
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.

Ally 5

Spoiler:
Royster McCleagh
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.

Random Blessings:

Blessing 1
Spoiler:
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 2

Spoiler:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 3

Spoiler:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 4

Spoiler:
Blessing of Gozreh
SS Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5

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

Turn: 12 Radovan/Katlyn99
Top of Blessing Discard Pile:

Blessing of Milani:
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.

Blessings Remaining: 18

Blessings Deck Cards/Turn Order:

Blessings Deck Card 12 - Turn 13 Raheli/Matsu Kurisu

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

Blessings Deck Card 13 - Turn 14 Kyra/cartmanbeck

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.

Blessings Deck Card 14 - Turn 15 Feiya/Hawkmoon269

Spoiler:
Blessing of Achaekek
SS Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 - Turn 16 Radovan/Katlyn99

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

Blessings Deck Card 16 - Turn 17 Raheli/Matsu Kurisu

Spoiler:
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.

Blessings Deck Card 17 - Turn 18 Kyra/cartmanbeck

Spoiler:
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.

Blessings Deck Card 18 - Turn 19 Feiya/Hawkmoon269

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.

Blessings Deck Card 19 - Turn 20 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 20 - Turn 21 Raheli/Matsu Kurisu

Spoiler:
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.

Blessings Deck Card 21 - Turn 22 Kyra/cartmanbeck

Spoiler:
Blessing of Achaekek
SS Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 23 Feiya/Hawkmoon269

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.

Blessings Deck Card 23 - Turn 24 Radovan/Katlyn99

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

Blessings Deck Card 24 - Turn 25 Raheli/Matsu Kurisu

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

Blessings Deck Card 25 - Turn 26 Kyra/cartmanbeck

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.

Blessings Deck Card 26 - Turn 27 Feiya/Hawkmoon269

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.

Blessings Deck Card 27 - Turn 28 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 28 - Turn 29 Raheli/Matsu Kurisu

Spoiler:
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.

Blessings Deck Card 29 - Turn 30 Kyra/cartmanbeck

Spoiler:
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.

Festhall
At This Location (Open): If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Festhall Card 1:
Telekinesis
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 2:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Festhall Card 3:
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 4:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 5:
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 6:
Keen Falcata +1
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 7:
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 8:
Dindreann
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Festhall Card 9:
Owlbeartross
SS Monster P
Traits: Aberration
To Defeat: Combat 13 THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 10:
Pteranodon
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.

Smoking Den
At This Location (Open): At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Kyra/cartmanbeck

Smoking Den Card 1:
Lookout Duty
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.
Smoking Den Card 2:
Skeleton Crew
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.
Smoking Den Card 3:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Smoking Den Card 4:
Drowning Spikes Trap
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.
Smoking Den Card 5:
Pteranodon
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Smoking Den Card 6:
Conchobhar Turlach Shortstone
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Smoking Den Card 7:
Darkforest Anemone
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.
Smoking Den Card 8:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.

Tengu Rookery
At This Location (Open): At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu, Storm

Storm (Displayed):
Storm
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.
Tengu Rookery Card 1:
Wand of Flame
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.
Tengu Rookery Card 2:
Falcata +1
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.
Tengu Rookery Card 3:
Besmara's Bones
SS Item 2
Traits: Tool Swashbuckling Besmara
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
Tengu Rookery Card 4:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Tengu Rookery Card 5:
Giant Jellyfish
SS Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

Warehouse
At This Location (Open): At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Warehouse Card 1:
Goblin Buckler Gun
SS Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Warehouse Card 2:
Nautical Charts
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.
Warehouse Card 3:
Albatross Soup
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.
Warehouse Card 4:
Heartbreak Hinsin
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Warehouse Card 5:
Kapre
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.
Warehouse Card 6:
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.
Warehouse Card 7:
Duergar Lashmaster
10-00 Villain 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Constitution Fortitude 10 THEN Combat 12
The difficulty to defeat is increased by the scenario’s adventure deck number.
On your Constitution or Fortitude check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
“I’m not taking you for your body. I’m taking you for your soul.”
Warehouse Card 8:
Galvo
SS Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Warehouse Card 9:
Potion of Heroism
SS Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Floating Shipyard
Closed
At This Location (Closed): You may bury a card to repair your ship.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Feiya/Hawkmoon269

Merchant Marina
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Dispayed Here: Radovan/Katlyn99


Deck Handler for CotCT Radovan

Hourglass Discard: Blessing of Milani
Move: Move to Smoking Den

Explore: Lookout Duty

Wisdom 11: 1d6 ⇒ 3
discarding Blessing of the Savored Sting to add two dice and reroll.
Wisdom 11: 3d6 ⇒ (3, 2, 6) = 11

next card at Smoking Den is Skeleton Crew.

"

Radovan wrote:

Hand: Sawtooth Sabre +2, Shadowless Sword, Skyplate Armor, Blessing of the Starsong, Red Leathers, Ring of Elemental Command, Ring of Regeneration,

Displayed: Quang (devil Form - OOC d6), Norge ( Devil Form - IC d8), shackles pirate (0),
Deck: 14 Discard: 4 Buried: 2
Current Location: Smoking Den
Hero Points: 3
NOTES:
Available Support: 1 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elyana, Nightwalker Isra, Rapier of Puncturing, Rodrick, Blessing of Abadar, Blessing of the Elements, Keen Rapier +3, Belt of Physical Might, Isiem
Recharged: Oparal, Shy Ratani, Blessing of the Ancients,
Discard Pile: Forensic Physician, Bottled Lightning, Blessing of the Gods, Blessing of the Savored Sting,
Buried Pile: Giant Sea Anemone (5), Giant Rock Crab (1),

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Perception: Charisma +2 (when Fell Viridio displayed)
Acrobatics: Dexterity +2 (when Quang displayed)
Fortitude: Constitution +2 (when Norge displayed)
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per
turn, when a character at your location is dealt damage by a bane (☑ or fails to acquire
a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (☑ 1d6) to your combat check that does not have the 2-Handed trait; add an
additional 1d4 if you did not play a weapon (☑ or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at
your location) by 1 ( 2).
Reduce Poison damage dealt to you to 0. (when Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (when Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionaly banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (when Fell Viridio displayed)
You may evade your encounter. (when Quang displayed)
When you acquire a boon, you may display it next to this card. (when Quang displayed)
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number. (when Quang displayed)
Reduce Fire damage dealt to you to 0. (when Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (when Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionaly banish a card displayed next to this card to add another 1d8 plus that card's adventure deck number. (when Norge displayed)
"

The Concordance

Deck handler link

Turn Order
Raheli, Kyra, Feiya, Radovan

Blessing = 1 / Blessing of the Gods

Start of Turn
At: Tengu Rookery
Storm: 1d6 ⇒ 6 Storm Banished :-)
Give: No
Move: No

Free Explore = 1: Wand of Flame, Item 2:Arcane 6

Spoiler:
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.

Arcane 1d8+1+2 1d6, Steal Soul +1d4
Arcane 6: 1d8 + 1 + 2 + 1d4 ⇒ (8) + 1 + 2 + (4) = 15 - Acquired

Discard Cleric of Nethys, Examine 2 & rearrange
3: Besmara's Bones, Item 2
2: Falcata +1, Weapon 1

Then Explore = 3: Besmara's Bones, Item 2: Wisdom 8

Spoiler:
Traits: Tool Swashbuckling Besmara
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.

Wisdom 1d6, Steal Soul +1d4, Raheli.Item(Dreamcatcher (AD2)) +1d4+2
Wisdom 8: 1d6 + 1d4 + 1d4 + 2 ⇒ (5) + (3) + (2) + 2 = 12 - Acquired
Display Besmara's Bones

End of Turn
Tengu Rookery.Examine (Warehouse Card 1: Goblin Buckler Gun)
Recovery

Reset
Draw up Fire Barrage

Summary
Location = Tengu Rookery
Acquired = 1: Wand of Flame, 3: Besmara's Bones
Banished = Displayed Storm,
Examined = 2: Falcata +1, Warehouse Card 1: Goblin Buckler Gun

From Box =
Displayed = 3: Besmara's Bones
Give =
Used =

Other = Besmara's Bones: While displayed, reduce Structural damage dealt to your ship by 1

Raheli wrote:

Hand: Good Omen (Core), Binder's Tome, Wand of Flying, ac Wand of Flame, Blessing of the Savored Sting, Fire Barrage,

Displayed: Snapping Turtle, Steal Soul, ac Besmara's Bones,
Deck: 11 Discard: 4 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: GoodOmen: +1d6+5 on acquire, close/guard. Available
BlessingOfSS: +Max(1d4,1d6,1d8,1d8) to any check. Available
Local: Binders Tome: MENTAL +1d4 on combat or Charisma. REVEAL
Movement: Movement note
Other: Other notes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Augury, Angelic Doll, Blessing of Master of Masters, Channel the Gift, Black Spot, Byzantine Lexicon
Recharged: Staff of Minor Healing , Wand of Detect Magic, Blessing of Pharasma, Staff of Curses, Dreamcatcher,
Discard Pile: Blessing of Nethys, Fox (Core), Wolverine, Cleric of Nethys,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. (~ Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE


Start of turn, Helpful Haversack reveals Cloudburst, which she discard the Haversack to draw.

Kyra looks around at the heathens smoking their opiates and other medicinals to make themselves feel the least bit of happiness in a world ruled by people who care little to none for their well-being. She smiles, her fangs glinting in the light. This would be too easy.

Explore to find a Skeleton Crew spell. The PERFECT spell for Kyra! It's an auto-acquire for her.

She goes around the room, slowly bleeding dry some of the stragglers in the corners, then working her way inwards, decimating the room in a matter of less than an hour. She looks at her handiwork... a room of corpses, ripe for use by her dark magic. "RISE, MINIONS!" she commands, and the bodies all shamble to their feet, their flesh sloughing off in large chunks. A crew of skeletons is now at her beck and call!

Nice, the top card of the blessings deck is Pharasma, which means I can use BotLady of Graves to examine the deck! Discarding it to do so: Smoking Den contains Blessing of the Gods, Drowning Spikes Trap, Pteranodon, Conchobar Shortstone, Darkforest Anemone, and Duergar Slave-Taker. Location shuffles. No more explores for the moment.

Wrathful Kyra Hand: Ruby of Charisma, Godclaw Gauntlets, Cloudburst, Boneshatter, Corruptive Half-Plate, Skeleton Crew, Hellfire Halo
Displayed: Steal Soul
Deck: 13 Discard: 4 Buried: 0
Notes: Feel free to use my non-Corrupted blessings on your checks to defeat, I'll heal a card each time you do so.
Reroll: Not Used; Hero points: 3/6

Skills and Powers:
SKILLS
Strength d6 [ ] +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [ ] +1 [ ] +2
- Knowledge: Intelligence +2
Wisdom d12 [X] +1 [X] +2 [X] +3 [X] +4
- Divine: Wisdom +2
Charisma d6 [X] +1 [X] +2 [X] +3 [ ] +4
- Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Heavy Armors, [ ] Weapons

POWERS:
For your check to defeat a bane that has the Demon or Undead trait, you may recharge a spell ([ ] or blessing) to use your Divine skill + 1d8 ([X] 2d6) and add the Attack, Divine, and Magic traits.
When you use the above power or play a blessing that does not have the Corrupted trait on another character’s ([X] or your) check to defeat, a character at your location may shuffle 1 random card ([X] of a type of your choice) from his discard pile into his deck after the check.
[X] When you play a boon that has the Healing trait on a character, any armors ([X] or allies) that would be shuffled into that character's deck may be put into that character's hand instead. ([X] Then you may recharge the boon.)
[ ] When you ([ ] or a character at your location) would bury an armor for its power, that character may discard it instead.


Season of Factions Favor Capstone Reward:

Once per turn, you may ignore the Corrupted trait on a card.


Feiya's: Current Hand | Character Deck

Turn 15
The hour is Achaekek.

Feiya sets sail for the Festhall.

Free exploration: Telekinesis
Arcane 10: 1d12 + 4 + 2 + 1d4 ⇒ (9) + 4 + 2 + (3) = 18
Success
Acquired

Discard Cleric of Nethys to examine: Blessing of the Gods, Great White Shark. Leave the order. Explore: Blessing of the Gods
Automatically acquire.

Recharge Vampire Bat to examine: Great White Shark. Heal: Blessing of the Savored Sting

Display Ring of Fire
Discard Blessing of the Gods to explore: Great White Shark
Combat 16: 1d12 + 4 + 2 + 2d6 + 1d4 ⇒ (11) + 4 + 2 + (2, 1) + (1) = 21
Success
Defeated

Play Fly to examine Festhall: Duergar Slave-Taker, Smoking Den: ?
Smoking Den: 1d6 ⇒ 3 Pteranodon
Fly to Smoking Den

Recharge Staff of Life to recharge Cleric of Nethys

Ending my turn.
Ring of Fire Arcane 12: 1d12 + 4 + 2 + 1d4 ⇒ (10) + 4 + 2 + (3) = 19
Recharged
Fly Arcane 10: 1d12 + 4 + 2 + 1d4 ⇒ (8) + 4 + 2 + (1) = 15
Recharged

Feiya wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d4
INTELLIGENCE d12+4
-KNOWLEDGE: INTELLIGENCE +2
-ARCANE: INTELLIGENCE +2 (Daji)
-CRAFT: INTELLIGENCE +2 (Daji)
WISDOM d6
CHARISMA d8+3
-DIPLOMACY: CHARISMA +2

Powers
HAND SIZE 7
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster (☐ or fail to acquire an ally that has the Animal, Arcane, or Vermin trait), you may recharge a spell to shuffle the monster into a random (☑ or any) other open location deck.
☑ On your turn, you may put a cohort (☑ or an ally that has the Arcane, Animal, or Vermin trait) on top of your deck to examine the top card of your location deck. (☑ Then you may discard a card to explore your location.)
☐ You may bury (☐ or discard) a cohort (☐ or an ally that has the Arcane, Animal, or Vermin trait) to reduce damage dealt to you to 0.
☑ When setting up, when you add cohorts to your hand, you may choose an additional Witch Class Deck cohort that has the Arcane trait and add it to your hand.
DAJI
While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle 1d4+1 random spells instead. Then put this card on top of your deck.

Hand: Scrying(4), Telekinesis(4), Daji(P), Rosie Cusswell(1), Vampire Bat(3), Wolverine(2), Blessing of Norgorber(4)
Deck: 14 Discard: 3 Buried: 0 Displayed: 4
Notes: Reroll: Not Used
Steal Soul (+1d4 to all my checks)
Shapechange (Str, Dex, Con: 1d12+2)

Summary: Acquired cards 1 and 2 from Festhall. Defeated card 3. Examined card 4 (henchman). Top of Smoking Den is Pteranodon. Feiya is at Smoking Den.


Deck Handler for CotCT Radovan

Hourglass Discard: Blessing of the Gods
Start of Turn: Ring of regeneration - recharge Forensic Physician
Rolling for random card, rerolling and 1s or 2s
Random card from location: 1d8 ⇒ 3
Explore: Blessing of the Gods

Immediately discard it to explore.
Rolling for random card. Just thought of an easier way.
Random card from location: 1d5 + 3 ⇒ (5) + 3 = 8
Explore: Duergar Slave-Taker

BYA: Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
Guess I should have displayed that blessing instead... Discard Blessinf of the starsong to bless
Fortitude 11: 2d8 + 3 ⇒ (3, 5) + 3 = 11
Discarding shadowless sword
Combat 17: 1d8 + 3 + 1d8 + 2 + 1d6 + 5 ⇒ (7) + 3 + (3) + 2 + (5) + 5 = 25
oops forgot Norge. add 1 to that, not that it mattered.
To Close: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
Random Ally: Merrill Pegsworthy
Reveal Red leaters to add 2 to diplomacy
Diplomacy 8: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Acquired. Displaying next to Quang.
Smoking Den is closed.
End of Turn: Ring of regeneration - recharge Blessing of the starsong

"

Radovan wrote:

Hand: Sawtooth Sabre +2, Skyplate Armor, Red Leathers, Ring of Elemental Command, Ring of Regeneration, Belt of Physical Might, Isiem,

Displayed: Quang (devil Form - OOC d6), Merrill Pegsworthy (2), Norge ( Devil Form - IC d8), shackles pirate (0),
Deck: 14 Discard: 5 Buried: 2
Current Location: Smoking Den
Hero Points: 3
NOTES:
Available Support: 0 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Nightwalker Isra, Keen Rapier +3, Blessing of Abadar, Blessing of the Elements, Rapier of Puncturing, Elyana, Rodrick
Recharged: Oparal, Shy Ratani, Blessing of the Ancients, Forensic Physician, Blessing of the Starsong,
Discard Pile: Bottled Lightning, Blessing of the Gods, Blessing of the Savored Sting, Blessing of the Gods (acq), Shadowless Sword,
Buried Pile: Giant Sea Anemone (5), Giant Rock Crab (1),

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Perception: Charisma +2 (when Fell Viridio displayed)
Acrobatics: Dexterity +2 (when Quang displayed)
Fortitude: Constitution +2 (when Norge displayed)
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per
turn, when a character at your location is dealt damage by a bane (☑ or fails to acquire
a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (☑ 1d6) to your combat check that does not have the 2-Handed trait; add an
additional 1d4 if you did not play a weapon (☑ or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at
your location) by 1 ( 2).
Reduce Poison damage dealt to you to 0. (when Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (when Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionaly banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (when Fell Viridio displayed)
You may evade your encounter. (when Quang displayed)
When you acquire a boon, you may display it next to this card. (when Quang displayed)
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number. (when Quang displayed)
Reduce Fire damage dealt to you to 0. (when Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (when Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionaly banish a card displayed next to this card to add another 1d8 plus that card's adventure deck number. (when Norge displayed)
"


Deck Handler for CotCT Radovan

Fixing error from above. Pteranadon was first card at Smoking Den. Perconversation on Discord, I'm using my Blessing of the Starsong to explore again and Raheli's blessing to bless the check I had used Blessing of the Starsong on so that the rest of what I posted can stand.

Explore: Pteranodon

Wisdom 11: 1d6 ⇒ 3
Display Spiny Eurypterid (5) next to Norge.
Discarding BotStarsong to explore. Now rest of post above is valid with one exception. Raheli's blessing is used to bless.


Deck Handler for CotCT Radovan

savored sting: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (1) + (1) + (2) + (10) = 14


During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
Use the Thresher as your ship.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.

Party Ship: Thresher (Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.)

Scenario Level (#): 5

Rewards/Conditions:

10-00A: For the rest of the adventure, ships gain the additional power “When commanding this ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.”
Additional Rules:

Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.

Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.

Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)

Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types

Acquired Cards:

Besmara's Bones (Item 2)
Spoiler:
Besmara's Bones
SS Item 2
Traits: Tool Swashbuckling Besmara
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.

Blessing of the Gods (Blessing 0) x2

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

Bottled Lightning (Item 5)

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.

Goblin Pegleg (Weapon 0)

Spoiler:
Goblin Pegleg
SS Weapon P
Traits: Club Melee Bludgeoning Poison Swashbuckling
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate

Haneilius Fitch (Ally 3)

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.

Helpful Haversack (Item 1)

Spoiler:
Helpful Haversack
SS Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

Rosie Cusswell (Ally 1)

Spoiler:
Rosie Cusswell
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.

Ruby of Charisma (Item 0)

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.

Skeleton Crew (Spell 3)

Spoiler:
Skeleton Crew
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.

Telekinesis (Spell 4)

Spoiler:
Telekinesis
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.

Wand of Flame (Item 2)

Spoiler:
Wand of Flame
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.

1x Weapon 0
1x Spell 4
1x Spell 3
1x Item 5
2x Item 2
1x Item 1
1x Item 0
1x Ally 3
1x Ally 1
2x Blessing 0

Plunder:

1. Armor
2. Weapon
3. Spell
4. Ally
5. Item
6. Armor
7. Spell
8. Armor

(BR Only)

Spoiler:

1. Brine Dragonhide Breastplate (Armor 4)
2. Flaming Longbow +2 (Weapon 5)
3. Obscure (Spell 1)
4. Cut-Throat Grok (Ally 1)
5. Crystal of Healing Hands (Item 3)
6. Fortified Breastplate (Armor 5)
7. Rage (Spell 1)
8. Animated Shield (Armor 4)

Random Monsters:

Monster 1
Spoiler:
Sea Hag
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.

Monster 2

Spoiler:
Darkforest Anemone
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.

Monster 3

Spoiler:
Sapphire Jellyfish
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Monster 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.

Monster 5

Spoiler:
Gargoyle Sniper
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.

Random Barriers:

Barrier 1
Spoiler:
Cannonade
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.

Barrier 2

Spoiler:
Barroom Brawl
SS Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Barrier 3

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.

Barrier 4

Spoiler:
Storm
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.

Barrier 5

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.

Random Weapons:

Weapon 1
Spoiler:
Rapier +2
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.

Weapon 2

Spoiler:
Saltbox
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.

Weapon 3

Spoiler:
Humanbane Crossbow +2
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.

Weapon 4

Spoiler:
Animalbane Dagger +1
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.

Weapon 5

Spoiler:
Seaborne Trident +1
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.

Random Spells:

Spell 1
Spoiler:
Righteousness
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.

Spell 2

Spoiler:
Dimension Leap
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.

Spell 3

Spoiler:
Animate Water
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.

Spell 4

Spoiler:
Animated Weapon
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.

Spell 5

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.

Random Armor:

Armor 1
Spoiler:
Reflecting Buckler
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.

Armor 2

Spoiler:
Fortified Breastplate
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.

Armor 3

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.

Armor 4

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.

Armor 5

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.

Random Items:

Item 1
Spoiler:
Onyx of Constitution
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.

Item 2

Spoiler:
Topaz of Strength
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.

Item 3

Spoiler:
Token of Remembrance
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.

Item 4

Spoiler:
Periscope
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.

Item 5

Spoiler:
Potion of Flying
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.

Random Allies:

Ally 1
Spoiler:
Merrill Pegsworthy
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.

Ally 2

Spoiler:
Barracuda Aiger
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.

Ally 3

Spoiler:
Ambrose "Fishguts" Kroop
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.

Ally 4

Spoiler:
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.

Ally 5

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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 2

Spoiler:
Blessing of the Gods
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 3

Spoiler:
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 4

Spoiler:
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 5

Spoiler:
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.

Turn: 17 Raheli/Matsu Kurisu
Top of Blessing Discard Pile:

Blessing of Kelizandri:
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.

Blessings Remaining: 13

Blessings Deck Cards/Turn Order:

Blessings Deck Card 17 - Turn 18 Kyra/cartmanbeck

Spoiler:
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.

Blessings Deck Card 18 - Turn 19 Feiya/Hawkmoon269

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.

Blessings Deck Card 19 - Turn 20 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 20 - Turn 21 Raheli/Matsu Kurisu

Spoiler:
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.

Blessings Deck Card 21 - Turn 22 Kyra/cartmanbeck

Spoiler:
Blessing of Achaekek
SS Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 23 Feiya/Hawkmoon269

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.

Blessings Deck Card 23 - Turn 24 Radovan/Katlyn99

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

Blessings Deck Card 24 - Turn 25 Raheli/Matsu Kurisu

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

Blessings Deck Card 25 - Turn 26 Kyra/cartmanbeck

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.

Blessings Deck Card 26 - Turn 27 Feiya/Hawkmoon269

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.

Blessings Deck Card 27 - Turn 28 Radovan/Katlyn99

Spoiler:
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.

Blessings Deck Card 28 - Turn 29 Raheli/Matsu Kurisu

Spoiler:
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.

Blessings Deck Card 29 - Turn 30 Kyra/cartmanbeck

Spoiler:
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.

Festhall
At This Location (Open): If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
At This Location (Closed): No effect.
M: 1 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Festhall Card 1 (Duergar Slave-Taker):
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 2:
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 3:
Keen Falcata +1
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 4:
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 5:
Dindreann
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Festhall Card 6:
Owlbeartross
SS Monster P
Traits: Aberration
To Defeat: Combat 13 THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 7:
Pteranodon
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.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.

Smoking Den
Closed
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Feiya/Hawkmoon269, Kyra/cartmanbeck, Radovan/Katlyn99

Tengu Rookery
At This Location (Open): At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu

Tengu Rookery Card 1 (Falcata +1):
Falcata +1
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.
Tengu Rookery Card 2:
Duergar Slave-Taker
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Tengu Rookery Card 3:
Giant Jellyfish
SS Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

Warehouse
At This Location (Open): At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Warehouse Card 1 (Goblin Buckler Gun):
Goblin Buckler Gun
SS Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Warehouse Card 2:
Nautical Charts
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.
Warehouse Card 3:
Albatross Soup
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.
Warehouse Card 4:
Heartbreak Hinsin
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.
Reward (10-00A): When commanding a ship, you may discard a card from the blessings deck to succeed at your check to acquire an ally.
Warehouse Card 5:
Kapre
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.
Warehouse Card 6:
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.
Warehouse Card 7:
Duergar Lashmaster
10-00 Villain 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Constitution Fortitude 10 THEN Combat 12
The difficulty to defeat is increased by the scenario’s adventure deck number.
On your Constitution or Fortitude check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
“I’m not taking you for your body. I’m taking you for your soul.”
Warehouse Card 8:
Galvo
SS Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Warehouse Card 9:
Potion of Heroism
SS Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Floating Shipyard
Closed
At This Location (Closed): You may bury a card to repair your ship.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Merchant Marina
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Dispayed Here: None

The Concordance

Deck handler link

Turn Order
Raheli, Kyra, Feiya, Radovan

Discard Blessing of the Savored Sting for Radovan

Blessing = 1 / Blessing of the Gods

Start of Turn
At: Tengu Rookery
Give: No
Move: No

Free Explore = 1 (Falcata +1): Falcata +1, Weapon 1: Strength 10

Spoiler:
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.

Strength 1d6, Steal Soul +1d4
Strength 10: 1d6 + 1d4 ⇒ (4) + (4) = 8 - Banished

End of Turn
Tengu Rookery.Examine (Warehouse Card 1: Goblin Buckler Gun)
Recovery

Reset
Draw up Black Spot

Summary
Location = Tengu Rookery
Acquired =
Banished = 1: Falcata +1
Examined =

From Box =
Displayed =
Give =
Used =

Other =

Raheli wrote:

Hand: Good Omen (Core), Fire Barrage, Binder's Tome, Wand of Flying, ac Wand of Flame, Black Spot,

Displayed: Snapping Turtle, Steal Soul, ac Besmara's Bones,
Deck: 10 Discard: 5 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: GoodOmen: +1d6+5 on acquire, close/guard. Available
Blact Spot: -5DC on combat. Available
Local: Binders Tome: MENTAL +1d4 on combat or Charisma. REVEAL
Movement: Movement note
Other: Other notes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Channel the Gift, Angelic Doll, Augury, Byzantine Lexicon, Blessing of Master of Masters
Recharged: Staff of Minor Healing , Wand of Detect Magic, Blessing of Pharasma, Staff of Curses, Dreamcatcher,
Discard Pile: Blessing of Nethys, Fox (Core), Wolverine, Cleric of Nethys, Blessing of the Savored Sting,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. (~ Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE


Kyra moves to the Warehouse. She's less than concerned about the weird buckler gun thingy she finds there, and ignores it. Explore and banish. Unfortunately she has no more explores. I'll discard a card or two and draw up.

Wrathful Kyra Hand: Ruby of Charisma, Godclaw Gauntlets, Cloudburst, Boneshatter, Blessing of Qi Zhong, Grayflame Mace +3, Hellfire Halo
Displayed: Steal Soul
Deck: 12 Discard: 6 Buried: 0
Notes: Feel free to use my non-Corrupted blessings on your checks to defeat, I'll heal a card each time you do so.
Reroll: Not Used; Hero points: 3/6

Skills and Powers:
SKILLS
Strength d6 [ ] +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [ ] +1 [ ] +2
- Knowledge: Intelligence +2
Wisdom d12 [X] +1 [X] +2 [X] +3 [X] +4
- Divine: Wisdom +2
Charisma d6 [X] +1 [X] +2 [X] +3 [ ] +4
- Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Heavy Armors, [ ] Weapons

POWERS:
For your check to defeat a bane that has the Demon or Undead trait, you may recharge a spell ([ ] or blessing) to use your Divine skill + 1d8 ([X] 2d6) and add the Attack, Divine, and Magic traits.
When you use the above power or play a blessing that does not have the Corrupted trait on another character’s ([X] or your) check to defeat, a character at your location may shuffle 1 random card ([X] of a type of your choice) from his discard pile into his deck after the check.
[X] When you play a boon that has the Healing trait on a character, any armors ([X] or allies) that would be shuffled into that character's deck may be put into that character's hand instead. ([X] Then you may recharge the boon.)
[ ] When you ([ ] or a character at your location) would bury an armor for its power, that character may discard it instead.


Season of Factions Favor Capstone Reward:

Once per turn, you may ignore the Corrupted trait on a card.


Feiya's: Current Hand | Character Deck

Turn 19.
The hour is Pharasma.

Feiya doesn't have great options in hand. She will do some scouting.

Scrying (Monsters): Warehouse
Nautical Charts
Albatross Soup
Heartbreak Hinsin

All shuffle back into the location.

Feiya sets sail for the Warehouse.

Recharge Vampire Bat to examine: ?
Warehouse card: 1d8 + 1 ⇒ (7) + 1 = 8
Galvo
Heal: Cat

That doesn't look fun. Feiya can't do anything about that now, so I'll end my turn.

Recovery
Scrying Arcane 12: 1d12 + 4 + 2 + 1d4 ⇒ (6) + 4 + 2 + (4) = 16
Recharged

Feiya wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d4
INTELLIGENCE d12+4
-KNOWLEDGE: INTELLIGENCE +2
-ARCANE: INTELLIGENCE +2 (Daji)
-CRAFT: INTELLIGENCE +2 (Daji)
WISDOM d6
CHARISMA d8+3
-DIPLOMACY: CHARISMA +2

Powers
HAND SIZE 7
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster (☐ or fail to acquire an ally that has the Animal, Arcane, or Vermin trait), you may recharge a spell to shuffle the monster into a random (☑ or any) other open location deck.
☑ On your turn, you may put a cohort (☑ or an ally that has the Arcane, Animal, or Vermin trait) on top of your deck to examine the top card of your location deck. (☑ Then you may discard a card to explore your location.)
☐ You may bury (☐ or discard) a cohort (☐ or an ally that has the Arcane, Animal, or Vermin trait) to reduce damage dealt to you to 0.
☑ When setting up, when you add cohorts to your hand, you may choose an additional Witch Class Deck cohort that has the Arcane trait and add it to your hand.
DAJI
While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle 1d4+1 random spells instead. Then put this card on top of your deck.

Hand: Ring of Fire(3), Telekinesis(4), Cat(3), Daji(P), Rosie Cusswell(1), Wolverine(2), Blessing of Norgorber(4)
Deck: 15 Discard: 2 Buried: 0 Displayed: 4
Notes: Reroll: Not Used
Steal Soul (+1d4 to all my checks)
Shapechange (Str, Dex, Con: 1d12+2)

Summary: Moved to Warehouse. Galvo on top of Warehouse, rest of location is shuffle.


Deck Handler for CotCT Radovan

Hourglass Discard: Blessing of Hshurha
Start of Turn: Ring of regeneration - recharge Bottled Lightning
Move: Moving to Warehouse
Explore: Galvo

BYA: each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
Reveal Red Leathers. Burying Merrill Pegsworthy (2) to add d6+2
Acrobatics 13: 1d8 + 4 + 2 + 1d6 + 2 ⇒ (8) + 4 + 2 + (2) + 2 = 18
Norge is displayed which adds 1 and the fire trait. Reveal Sawtooth Sabre +2. Banishing Spiny Eurypterid (5) to add d8+5
Combat 18: 1 + 1d8 + 3 + 1d6 + 2 + 1d8 + 5 ⇒ 1 + (6) + 3 + (1) + 2 + (4) + 5 = 22
Forgot the extra d6.
1d6 ⇒ 4
....and my belt ugh, i need more caffeine! Discarding Isiem to examine top 3, put in any order, then explore. Rerolling any 8s.
Card 1: 1d8 + 1 ⇒ (6) + 1 = 7Duergar Lashmaster

Card 2: 1d8 + 1 ⇒ (2) + 1 = 3Albatross Soup

Card 3: 1d8 + 1 ⇒ (7) + 1 = 8
Card 3: 1d8 + 1 ⇒ (8) + 1 = 9Potion of Heroism

Pausing while we discuss what we want to do as the villain was uncovered
Warehouse top three cards: Potion of Heorism (card 9), Duergar Lashmaster (card 7), Albatross Soup (card 3) in that order.

Explore Potion of Heroism and auto-fail. Display Sea Hag (0) next to Quang.

End of turn, Ring of Regeneration - recharge Shadowless Sword.
discarding skyplate armor, ring of elemental command, and ring of regeneration.

On Raheli's turn, discard Rodrick to draw Blessing of the Savored Sting. This is reflected in the hand below.

"

Radovan wrote:

Hand: Sawtooth Sabre +2, Red Leathers, Belt of Physical Might, Blessing of Abadar, Keen Rapier +3, Blessing of the Savored Sting, Rapier of Puncturing,

Displayed: Quang (devil Form - OOC d6), Sea Hag (0), Norge ( Devil Form - IC d8), shackles pirate (0),
Deck: 12 Discard: 7 Buried: 3
Current Location: Warehouse
Hero Points: 3
NOTES:
Available Support: 2 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Nightwalker Isra, Blessing of the Elements, Elyana
Recharged: Oparal, Shy Ratani, Blessing of the Ancients, Forensic Physician, Blessing of the Starsong, Bottled Lightning, Shadowless Sword,
Discard Pile: Blessing of the Gods, Blessing of the Gods (acq), Isiem, Skyplate Armor, Ring of Elemental Command, Ring of Regeneration, Rodrick,
Buried Pile: Giant Sea Anemone (5), Giant Rock Crab (1), Merrill Pegsworthy (2),

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Perception: Charisma +2 (when Fell Viridio displayed)
Acrobatics: Dexterity +2 (when Quang displayed)
Fortitude: Constitution +2 (when Norge displayed)
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per
turn, when a character at your location is dealt damage by a bane (☑ or fails to acquire
a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (☑ 1d6) to your combat check that does not have the 2-Handed trait; add an
additional 1d4 if you did not play a weapon (☑ or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at
your location) by 1 ( 2).
Reduce Poison damage dealt to you to 0. (when Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (when Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionaly banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (when Fell Viridio displayed)
You may evade your encounter. (when Quang displayed)
When you acquire a boon, you may display it next to this card. (when Quang displayed)
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number. (when Quang displayed)
Reduce Fire damage dealt to you to 0. (when Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (when Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionaly banish a card displayed next to this card to add another 1d8 plus that card's adventure deck number. (when Norge displayed)
"


Feiya's: Current Hand | Character Deck

Dexterity 13: 1d12 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8
Ugh. Let's reroll that...
Dexterity 13: 1d12 + 2 + 1d4 ⇒ (12) + 2 + (2) = 16
Yay!

Feiya wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d4
INTELLIGENCE d12+4
-KNOWLEDGE: INTELLIGENCE +2
-ARCANE: INTELLIGENCE +2 (Daji)
-CRAFT: INTELLIGENCE +2 (Daji)
WISDOM d6
CHARISMA d8+3
-DIPLOMACY: CHARISMA +2

Powers
HAND SIZE 7
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card’s adventure deck number.
When you fail to defeat a non-villain, non-henchman monster (☐ or fail to acquire an ally that has the Animal, Arcane, or Vermin trait), you may recharge a spell to shuffle the monster into a random (☑ or any) other open location deck.
☑ On your turn, you may put a cohort (☑ or an ally that has the Arcane, Animal, or Vermin trait) on top of your deck to examine the top card of your location deck. (☑ Then you may discard a card to explore your location.)
☐ You may bury (☐ or discard) a cohort (☐ or an ally that has the Arcane, Animal, or Vermin trait) to reduce damage dealt to you to 0.
☑ When setting up, when you add cohorts to your hand, you may choose an additional Witch Class Deck cohort that has the Arcane trait and add it to your hand.
DAJI
While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle 1d4+1 random spells instead. Then put this card on top of your deck.

Hand: Ring of Fire(3), Telekinesis(4), Cat(3), Daji(P), Rosie Cusswell(1), Wolverine(2), Blessing of Norgorber(4)
Deck: 15 Discard: 2 Buried: 0 Displayed: 4
Notes: Reroll: Used
Steal Soul (+1d4 to all my checks)
Shapechange (Str, Dex, Con: 1d12+2)


Feiya's: Current Hand | Character Deck

Kyra's Galvo BYA:
Dexterity 13: 1d4 ⇒ 4
Electricity damage: 1d6 ⇒ 6
Ouch. That's going to hurt.


Feiya's: Current Hand | Character Deck

Ok. So the plan is for Raheli and Kyra to setup to guard Tengu Rookery and Festhall respectively, then encounter the villain on my turn. We should be able to lock this down.

The Concordance

Deck handler link

Turn Order
Raheli, Kyra, Feiya, Radovan

Blessing = 1 / Blessing of Gorum

Start of Turn
At: Tengu Rookery
Give: No
Move: No

Free Explore = 2: Duergar Slave-Taker, Henchman 2, Veteran: Combat 12

Spoiler:
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.

BYA Fortitude 11: 1d6 + 2 + 1d4 ⇒ (2) + 2 + (2) = 6 - Failed
Discard: 1d4 ⇒ 4 (Good Omen (Core), Black Spot, Binder's Tome, Wand of Flying)
Bury from discard(Fox (Core), Wolverine, Cleric of Nethys)

Recovery Fire Barrage 3d6+12, Steal Soul +1d4
Combat 17: 3d6 + 12 + 1d4 ⇒ (2, 6, 4) + 12 + (2) = 26 - Banished

Tengu Rookery.Banish(ac Wand of Flame) - CLOSED
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
Channel the Gift - Give to Kyra

Raheli ends her turn.

Raheli attempts to recover all cards in her Recovery pile.
Fire Barrage: Arcane 14: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (1) = 15 -> Fire Barrage recharged.

Raheli resets her hand.
Draw up Channel the Gift, Augury, Byzantine Lexicon, Angelic Doll, Staff of Minor Healing, Blessing of Master of Masters

Summary
Location = Tengu Rookery - CLOSED
Acquired =
Banished = 2: Duergar Slave-Taker
Examined =

From Box =
Displayed =
Give = Channel the Gift - Give to Kyra
Used =

Other =

Raheli wrote:

Hand: Channel the Gift, Augury, Byzantine Lexicon, Angelic Doll, Staff of Minor Healing , Blessing of Master of Masters,

Displayed: Snapping Turtle, Steal Soul, ac Besmara's Bones,
Deck: 4 Discard: 6 Buried: 3
Hero Points: 1
NOTES:
Available Support: Distant: BoMM: Available
Local:
Movement: Movement note
Other: Other notes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Wand of Detect Magic, Blessing of Pharasma, Staff of Curses, Dreamcatcher,
Discard Pile: Blessing of Nethys, Blessing of the Savored Sting, Good Omen (Core), Black Spot, Binder's Tome, Wand of Flying,
Buried Pile: Fox (Core), Wolverine, Cleric of Nethys,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. (~ Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE


Thanks for the spell, Raheli!

Kyra moves to the Festhall to set up for closing. Resetting my hand.
Wrathful Kyra Hand: Channel the Gift 2, Godclaw Gauntlets, Cloudburst, Boneshatter, Blessing of Qi Zhong, Grayflame Mace +3, Hellfire Halo
Displayed: Steal Soul
Deck: 12 Discard: 7 Buried: 0
Notes: Feel free to use my non-Corrupted blessings on your checks to defeat, I'll heal a card each time you do so.
Reroll: Not Used; Hero points: 3/6

Skills and Powers:
SKILLS
Strength d6 [ ] +1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [ ] +1 [ ] +2
- Knowledge: Intelligence +2
Wisdom d12 [X] +1 [X] +2 [X] +3 [X] +4
- Divine: Wisdom +2
Charisma d6 [X] +1 [X] +2 [X] +3 [ ] +4
- Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Heavy Armors, [ ] Weapons

POWERS:
For your check to defeat a bane that has the Demon or Undead trait, you may recharge a spell ([ ] or blessing) to use your Divine skill + 1d8 ([X] 2d6) and add the Attack, Divine, and Magic traits.
When you use the above power or play a blessing that does not have the Corrupted trait on another character’s ([X] or your) check to defeat, a character at your location may shuffle 1 random card ([X] of a type of your choice) from his discard pile into his deck after the check.
[X] When you play a boon that has the Healing trait on a character, any armors ([X] or allies) that would be shuffled into that character's deck may be put into that character's hand instead. ([X] Then you may recharge the boon.)
[ ] When you ([ ] or a character at your location) would bury an armor for its power, that character may discard it instead.


Season of Factions Favor Capstone Reward:

Once per turn, you may ignore the Corrupted trait on a card.

guard check on Feiya's turn:

Fighting a Buccaneer. Casting Boneshatter. Reveal Hellfire Halo.
Combat 9+5=14: 1d12 + 6 + 2d12 + 1d6 ⇒ (8) + 6 + (4, 7) + (3) = 28

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