[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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Feiya's: Current Hand | Character Deck

Turn 23
The hour is Besmara.

Free exploration: Duergar Lashmaster
Recharge all my allies but Daji, Hex(Telekenisis), Bless
Constitution 10+5-6=9: 1d12 + 2 + 1d4 + 3d4 + 1d12 ⇒ (7) + 2 + (4) + (4, 4, 4) + (2) = 27


Deck Handler for CotCT Radovan

Taking the other check to defeat.
Discard Sawtooth Sabre +2. Reveal Belt of Physical Might. Banish Shackles Pirate (0). Bless with BoAbadar.
combat 17-8: 1d8 + 3 + 1d6 + 2 + 1d8 + 5 + 2 + 1 + 1d8 + 1d8 ⇒ (2) + 3 + (6) + 2 + (7) + 5 + 2 + 1 + (8) + (7) = 43


Development

The duergar slavemaster is defiant, even in chains.

“There’s a cost in souls to protect us from the oncoming attack,” he spits. “Why pay it ourselves when soft and weak fisherfolk could pay it for us?”

But he won’t say anything more. At least the villagers are cheerful, providing you with wood and steel to bolster the Thresher. If the slavemaster’s grim predictions are true, you’ll need them.

Reward

Report one Secured the Waterways success to the Overseer GM or HQ Staff.

For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.

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

*Animated Shield (Armor 4)
Besmara's Bones (Item 2)
Blessing of the Gods (Blessing 0) x2
Bottled Lightning (Item 5)
*Brine Dragonhide Breastplate (Armor 4)
*Crystal of Healing Hands (Item 3)
*Cut-Throat Grok (Ally 1)
*Flaming Longbow +2 (Weapon 5)
*Fortified Breastplate (Armor 5)
Goblin Pegleg (Weapon 0)
Haneilius Fitch (Ally 3)
Helpful Haversack (Item 1)
*Obscure (Spell 1)
*Rage (Spell 1)
Rosie Cusswell (Ally 1)
Ruby of Charisma (Item 0)
Skeleton Crew (Spell 3)
Telekinesis (Spell 4)
Wand of Flame (Item 2)

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


10-00C: Storm Surge

Dara looks over the rain-soaked bow of the Thresher and frowns. “This is no ordinary storm. I’ve heard that the weather in the Hao Jin Tapestry keeps its own rules, but something unnatural is at work.” She produces a map, begins to unroll it, then reconsiders as raindrops land on it. She gestures to a hatch leading below decks. “Let me show you what I mean.”

In your quarters, Dara unrolls a map of a wide lake. “We’re right here. Three major rivers feed this lake, each of which leads to populated settlements farther up. Ordinarily, storms move across the lake, then along one of the rivers. But two strange things are at work here: First, this is a more ferocious storm than this area ever gets. Second, the storm isn’t moving off of the lake—it seems to be circulating around, growing no weaker. Now, I look at this map and I see a single, rocky island near the center of the lake. I think that island must have something to do with the strange weather, and I recommend we check it out.”

Dara might be on to something, but you’re thinking of the bigger picture: the unnatural storm might be here to keep anyone from traveling from river to river and sharing what they have learned about the unraveling of the tapestry. After all, many groups of Pathfinders chose this lake’s shores as a place to meet up and exchange information. You think you should scout the lake’s periphery and make sure that everyone is safe.

“A waste of time,” Dara grumbles as she returns her attention to the map, “but I’m not the captain.”


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: When adding henchmen, do not shuffle a Hurricane Winds into the Windward Isle location deck. Instead, shuffle together the henchmen Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon. Shuffle one of these cards at random into the Windward Isle and return the others to the box without looking at them.
When playing this adventure in Tier 2, the difficulty of checks against Hurricane Winds is decreased by 2 and the difficulty of checks against Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon is decreased by 6.
When playing this adventure in Tier 5, the difficulty of checks against Hurricane Winds is increased by 2.
To win the scenario, close all locations.

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.”
10-00B: For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.
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

Beach
At This Location (Open): At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Sea Caves
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Windward Isle
At This Location (Open): If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
At This Location (Closed): If you start your turn at this location, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tidewater Rock
At This Location (Open): You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
When Closing: Succeed at a Charisma or Diplomacy 9 check.
When Permanently Closed: On closing, recharge a card.
At This Location (Closed): No effect.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Coastline
At This Location (Open): If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


Feiya's: Current Hand | Character Deck

Feiya will start at Tidewater Rock.

I'll take Compy as my second cohort again.

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), Life Leech(5), Steal Soul(5), Staff of Life(5), Cleric of Nethys(2), Vampire Bat(3), Blessing of Norgorber(4), Blessing of the Savored Sting(4)
Deck: 15 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used


Kyra will start at Tidewater with her best friend Feiya.

Wrathful Kyra Hand: Blessing of the Lady of Graves, Blessing of Barbatos, Godclaw Gauntlets, Blessing of Mammon, Boneshatter, Cloudburst, Asmodean High Priest
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.


Hao Jin Cataclysm Rewards:

For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.

Season of Factions Favor Capstone Reward:

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


Deck Handler for CotCT Radovan

Radovan will start at Tidewater as well.

Radovan wrote:

Hand: Ring of Elemental Command, Blessing of the Elements, Blessing of the Ancients, Nightwalker Isra, Blessing of the Savored Sting, Belt of Physical Might, Elyana,

Displayed: Quang (devil Form - OOC d6), Norge ( Devil Form - IC d8),
Deck: 17 Discard: 0 Buried: 0
Current Location: Tidewater Rock
Current Hero Points: 4
Used Hero Points: 0
Reroll used?: No
NOTES:
Available Support: 1 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Forensic Physician, Blessing of Abadar, Blessing of the Starsong, Oparal, Blessing of the Gods, Isiem, Keen Rapier +3, Skyplate Armor, Rodrick, Shadowless Sword, Shy Ratani, Ring of Regeneration, Sawtooth Sabre +2, Red Leathers, Rapier of Puncturing
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)

The Concordance

Deck handler link

Raheli - Start
- 10-00C: Storm Surge

Cohort
= Snapping Turtle

Card Upgrade
= Item 5 (Staff of Life)

Loot swaps
= N/a

Starting location
- Tidewater Rock

Other
Display Snapping Turtle start of first players turn

Starting Hand

Raheli wrote:

Hand: Black Spot, Steal Soul, Byzantine Lexicon, Staff of Curses, Angelic Doll, Blessing of the Savored Sting,

Displayed: Snapping Turtle,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: BoSS: Available
Staff of Curses (BlackSpot): Add 1d4+4 to a combat check
Local:
Movement: Movement note
Other: Other notes: Display Steal Soul as soon as someone defeats a Monster

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staff of Life, Wolverine, Staff of Minor Healing , Channel the Gift, Good Omen (Core), Fire Barrage, Blessing of Master of Masters, Binder's Tome, Fox (Core), Dreamcatcher, Cleric of Nethys, Wand of Flying, Blessing of Nethys, Blessing of Pharasma, Augury
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. ([X] 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


Feiya's: Current Hand | Character Deck

I will display my cohorts ASAP and will play Steal Soul as soon as applicable.


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: When adding henchmen, do not shuffle a Hurricane Winds into the Windward Isle location deck. Instead, shuffle together the henchmen Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon. Shuffle one of these cards at random into the Windward Isle and return the others to the box without looking at them.
When playing this adventure in Tier 2, the difficulty of checks against Hurricane Winds is decreased by 2 and the difficulty of checks against Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon is decreased by 6.
When playing this adventure in Tier 5, the difficulty of checks against Hurricane Winds is increased by 2.
To win the scenario, close all locations.

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.”
10-00B: For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.
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. Weapon

(BR Only)

Spoiler:

1. Musket +2 (Weapon 3)

Random Monsters:

Monster 1
Spoiler:
Dire Shark
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.

Monster 2

Spoiler:
Werecrocodile
SS Monster 3
Traits: Lycanthrope Aquatic
To Defeat: Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

Monster 3

Spoiler:
Manticore
SS Monster 3
Traits: Aberration Manticore
To Defeat: Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Monster 4

Spoiler:
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.

Monster 5

Spoiler:
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.

Random Barriers:

Barrier 1
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.

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:
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 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:
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.

Random Weapons:

Weapon 1
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.

Weapon 2

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 3

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.

Weapon 4

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 5

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.

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:
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 3

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 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:
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.

Random Armor:

Armor 1
Spoiler:
Brine Dragonhide Breastplate
SS Armor 4
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
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:
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:
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:
Gloves of Dueling
SS Item 5
Traits: Accessory Magic Swashbuckling
To Acquire: Charisma Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

Item 2

Spoiler:
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.

Item 3

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 4

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.

Item 5

Spoiler:
Powder Keg
SS Item 3
Traits: Object Alchemical
To Acquire: Intelligence Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.

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:
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 3

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 4

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.

Ally 5

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.

Random Blessings:

Blessing 1
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.

Blessing 2

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.

Blessing 3

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.

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 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.

Turn: 1 Radovan/Katlyn99
Top of Blessing Discard Pile:

Blessing of Pharasma:
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 Remaining: 29

Blessings Deck Cards/Turn Order:

Blessings Deck Card 1 - Turn 2 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 2 - Turn 3 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.

Blessings Deck Card 3 - Turn 4 Feiya/Hawkmoon269

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 4 - Turn 5 Radovan/Katlyn99

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 5 - Turn 6 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 6 - Turn 7 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 7 - Turn 8 Feiya/Hawkmoon269

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 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 9 - Turn 10 Raheli/Matsu Kurisu

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.

Blessings Deck Card 10 - Turn 11 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 11 - Turn 12 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 12 - Turn 13 Radovan/Katlyn99

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 13 - Turn 14 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 14 - Turn 15 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 15 - Turn 16 Feiya/Hawkmoon269

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.

Blessings Deck Card 16 - Turn 17 Radovan/Katlyn99

Spoiler:
Blessing of Zogmugot
SS Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.

Blessings Deck Card 17 - Turn 18 Raheli/Matsu Kurisu

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 18 - Turn 19 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 19 - Turn 20 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 20 - Turn 21 Radovan/Katlyn99

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 21 - Turn 22 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 23 Kyra/cartmanbeck

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 23 - Turn 24 Feiya/Hawkmoon269

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 Radovan/Katlyn99

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 25 - Turn 26 Raheli/Matsu Kurisu

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.

Blessings Deck Card 26 - Turn 27 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 27 - Turn 28 Feiya/Hawkmoon269

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 28 - Turn 29 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 29 - Turn 30 Raheli/Matsu Kurisu

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.

Beach
At This Location (Open): At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Beach Card 1:
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.
Beach Card 2:
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.
Beach Card 3:
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.
Beach Card 4:
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.
Beach Card 5:
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.
Beach Card 6:
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.
Beach Card 7:
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.
Beach Card 8:
Dire Shark
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Beach Card 9:
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.
Beach Card 10:
Hurricane Winds
10-00 Henchman 2
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: The difficulty of checks against Hurricane Winds is increased by 2.

Sea Caves
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Sea Caves Card 1:
Hurricane Winds
10-00 Henchman 2
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: The difficulty of checks against Hurricane Winds is increased by 2.
Sea Caves Card 2:
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.
Sea Caves Card 3:
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.
Sea Caves Card 4:
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.
Sea Caves Card 5:
Cut-Throat Grok
SS Ally 1
Traits: Half-Orc Fighter Pirate
To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 6:
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.
Sea Caves Card 7:
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.
Sea Caves Card 8:
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.
Sea Caves Card 9:
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.
Sea Caves Card 10:
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.

Windward Isle
At This Location (Open): If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
At This Location (Closed): If you start your turn at this location, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Windward Isle Card 1:
Sword Cane Pistol +2
SS Weapon 4
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Windward Isle Card 2:
Mercenary
SS Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Windward Isle Card 3:
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.
Windward Isle 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.
Windward Isle Card 5:
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.
Windward Isle Card 6:
Curse of the Flesheaters
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
This is not a closing henchman.
Windward Isle Card 7:
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.
Windward Isle Card 8:
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.
Windward Isle Card 9:
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.
Windward Isle Card 10:
Potion of the Ocean
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

Tidewater Rock
At This Location (Open): You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
When Closing: Succeed at a Charisma or Diplomacy 9 check.
When Permanently Closed: On closing, recharge a card.
At This Location (Closed): No effect.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Feiya/Hawkmoon269, Kyra/cartmanbeck, Radovan/Katlyn99, Raheli/Matsu Kurisu

Tidewater Rock Card 1:
Hurricane Winds
10-00 Henchman 2
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: The difficulty of checks against Hurricane Winds is increased by 2.
Tidewater Rock Card 2:
Sandbar
SS Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Tidewater Rock Card 3:
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.
Tidewater Rock Card 4:
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.
Tidewater Rock Card 5:
Lady Cerise Bloodmourn
SS Ally 4
Traits: Human Aristocrat Captain Pirate
To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Tidewater Rock Card 6:
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.
Tidewater Rock Card 7:
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.
Tidewater Rock 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.
Tidewater Rock Card 9:
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.
Tidewater Rock Card 10:
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.

Coastline
At This Location (Open): If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Coastline Card 1:
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.
Coastline Card 2:
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.
Coastline Card 3:
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.
Coastline Card 4:
Hurricane Winds
10-00 Henchman 2
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: The difficulty of checks against Hurricane Winds is increased by 2.
Coastline Card 5:
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.
Coastline Card 6:
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.
Coastline Card 7:
Control Weather
SS Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Coastline Card 8:
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

Coastline Card 9:
Sniper Goggles
SS Item 4
Traits: Accessory Magic
To Acquire: Dexterity Ranged Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Coastline Card 10:
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.


Deck Handler for CotCT Radovan

Hourglass Discard: Blessing of Pharasma

Start of Turn: Discard Ring of Elemental Command to draw a card. Drew a Forensic Physician. Not a weapon. Sigh.

Explore: Hurricane Winds

Freya recharges to reduce the check by 7. Discarding BotAncients to bless.
Wisdom 15-7: 2d6 ⇒ (1, 1) = 2
discarding Blessing of the Savored Sting to reroll with 2 more dice. Banishing BotAncients.
Wisdom 15-7: 4d6 ⇒ (1, 5, 2, 4) = 12
When Closing: Succeed at a Charisma or Diplomacy 9 check. Discarding BotElements to bless.
Diplomacy 9: 2d8 + 3 ⇒ (3, 4) + 3 = 10
Location closed. intention is to move to Windward Isle on next turn.
Recharge Elyana due to when permanently closed effect.

End of turn.

Radovan wrote:

Hand: Belt of Physical Might, Forensic Physician, Isiem, Nightwalker Isra, Ring of Regeneration, Rapier of Puncturing, Sawtooth Sabre +2,

Displayed: Quang (devil Form - OOC d6), Norge ( Devil Form - IC d8),
Deck: 12 Discard: 3 Buried: 0
Current Location: Tidewater Rock
Current Hero Points: 4
Used Hero Points: 0
Reroll used?: No
NOTES:
Available Support: 1 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Starsong, Oparal, Rodrick, Blessing of the Gods, Red Leathers, Blessing of Abadar, Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it., Skyplate Armor, Shy Ratani, Keen Rapier +3
Recharged: Elyana,
Discard Pile: Ring of Elemental Command, Blessing of the Savored Sting, Blessing of the Elements,
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)

Summary: Tidewater Rock closed. Freya recharges an adv 5 card to reduce difficulty on henchman check to defeat.


Feiya's: Current Hand | Character Deck

Feiya recharges Staff of Life to reduce difficulty by 7 for Radovan.

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: Life Leech(5), Steal Soul(5), Cleric of Nethys(2), Vampire Bat(3), Blessing of Norgorber(4), Blessing of the Savored Sting(4)
Deck: 16 Discard: 0 Buried: 0 Displayed: 2
Notes: Reroll: Not Used
6 XP, 6 HP

The Concordance

Deck handler link

Turn Order
Radovan, Raheli, Kyra, Feiya,

Blessing = 1 / Blessing of the Gods

Start of Turn
At: Tidewater Rock
Give: No
Move: Windward Isle, Radovan, Frya and Kyra move with if wanted
Draw a card from Windward Isle (Fox (Core))

Free Explore = 1: Sword Cane Pistol +2, Weapon 4: Dexterity 10

Spoiler:
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

Dexterity 10: 1d10 + 3 ⇒ (5) + 3 = 8- Banished

Discard Fox (Core) explore, +1d4 on Int/Wis = 2: Mercenary, Monster B, Veteran: Combat 15(10+5)

Spoiler:
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.

Combat 15: 1d10 + 3 + 2d8 + 1d4 + 3 ⇒ (2) + 3 + (1, 3) + (1) + 3 = 13 -Gah! 2.7% :-( Use Paizo reroll
Combat 15: 1d8 + 12 ⇒ (1) + 12 = 13 -Gah! Again :-( Use Paizo Hero Point reroll
Combat 15: 1d10 + 3 + 2d8 + 1d4 + 3 ⇒ (7) + 3 + (5, 8) + (2) + 3 = 28 - Banished Finally!

Display Steal Soul

Raheli.Combat Success draw a card(Channel the Gift)

Discard Channel the Gift, Draw Fire Barrage

Raheli ends her turn.

Raheli attempts to recover all cards in her Recovery pile.

Raheli resets her hand.
Draw up Cleric of Nethys, Wand of Flying

Summary
Location = Windward Isle
Acquired =
Banished = 1: Sword Cane Pistol +2, 2: Mercenary
Examined =

From Box =
Displayed = Steal Soul
Give =
Used = Paizo Reroll, Hero Point

Other =

Raheli wrote:

Hand: Black Spot, Fire Barrage, Staff of Curses, Wand of Flying, Cleric of Nethys, Blessing of the Savored Sting,

Displayed: Snapping Turtle, Steal Soul,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: BoSS: Available
Staff of Curses (BlackSpot): Add 1d4+4 to a combat check
Local:
Movement: Movement note
Other: Other notes: Display Steal Soul as soon as someone defeats a Monster

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Binder's Tome, Angelic Doll, Dreamcatcher, Blessing of Nethys, Good Omen (Core), Blessing of Pharasma, Augury, Wolverine, Byzantine Lexicon, Blessing of Master of Masters, Staff of Minor Healing , Staff of Life
Recharged:
Discard Pile: Fox (Core), Channel the Gift,
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. ([X] 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

OFF-TURN ACTIONS:On Raheli's turn, moved with Raheli, drew Rodrick and displayed Dire Shark (4) next to Quang

Radovan wrote:

Hand: Belt of Physical Might, Forensic Physician, Isiem, Nightwalker Isra, Ring of Regeneration, Rapier of Puncturing, Sawtooth Sabre +2, Rodrick,

Displayed: Quang (devil Form - OOC d6), Dire Shark (4), Norge ( Devil Form - IC d8),
Deck: 12 Discard: 3 Buried: 0
Current Location: Tidewater Rock
Current Hero Points: 4
Used Hero Points: 0
Reroll used?: No
NOTES:
Available Support: 1 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Red Leathers, Skyplate Armor, Keen Rapier +3, Shy Ratani, Blessing of Abadar, Oparal, Blessing of the Gods, Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it., Blessing of the Starsong
Recharged: Elyana,
Discard Pile: Ring of Elemental Command, Blessing of the Savored Sting, Blessing of the Elements,
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)


Feiya's: Current Hand | Character Deck

On Raheli's turn, having moved with Raheli, Feiya draws a card (Cat) and displays Steal Soul.

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: Life Leech(5), Cat(3), Cleric of Nethys(2), Vampire Bat(3), Blessing of Norgorber(4), Blessing of the Savored Sting(4)
Deck: 15 Discard: 0 Buried: 0 Displayed: 3
Notes: Reroll: Not Used
6 XP, 6 HP

Steal Soul: +1d4 to all checks.


Kyra, having moved to the Windward Isle, draws Blessing of Geryon.

She then heads for the Beach, finding a Blood Hag.
Casting Cloudburst to ignore BA power. Discard Blessing of Barbatos, decorrupting it.
Combat 15: 1d12 + 6 + 3d6 + 1d12 ⇒ (6) + 6 + (6, 5, 3) + (9) = 35 Very dead. I heal back my blessing.

Asmodean High Priest to go again. Dimension Leap spell. Ignored and banished.

Blessing of Mammon to explore again. Dindreann ally. Using Blessing of Geryon.
Diplomacy 11: 1d6 + 5 + 1d6 ⇒ (6) + 5 + (5) = 16 Acquired. Heal back my High Pirest.

End turn. recharge Divine 13: 1d12 + 6 ⇒ (4) + 6 = 10 Discarded.

Wrathful Kyra Hand: Blessing of the Lady of Graves, Blessing of Mazmezz, Godclaw Gauntlets, Channel the Gift, Boneshatter, Circle of Evil, Hellfire Halo
Displayed:
Deck: 12 Discard: 3 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.


Hao Jin Cataclysm Rewards:

For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.

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 hitches a ride with Kyra to the beach. (That's my plan, to always stay on the ship unless someone takes us to the Sea Caves. I think Radovan and Raheli are doing the same based on the chat.)

Turn 4: The hour is plural.

Move to Windward Isle
Feiya sails the ship back to Windward Isle. (Assuming Kyra wants to come with to draw a card.)
Drawing a card: Fly

Free exploration: Large Chest
As they disembark the ship, Feiya discovers a buried chest. But there is no time for such frivolities now.
Strength 15: 0 = 0

Cleric of Nehtys to examine: Heartbreak Hinsin, Alchemical Glue. Reverse the order and explore: Alchemical Glue.

Craft 7: 1d12 + 4 + 2 + 1d4 ⇒ (4) + 4 + 2 + (2) = 12
Success
Acquired

Recharge Vampire Bat to examine: Heartbreak Hinsin. Heal: Cleric of Nethys

Discard Cat to explore: Heartbreak Hinsin
Asking Raheli to make the Disable check, which is automatic.
Disable 4: 1d10 + 5 ⇒ (1) + 5 = 6
Diplomacy 7: 1d8 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11
Success
Acquired

I'll save Hearbreak Hinsin to use to close Coastline.

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: Fly(2), Life Leech(5), Alchemical Glue(1), Staff of Curses(4), Heartbreak Hinsin(B), Blessing of Norgorber(4), Blessing of the Savored Sting(4)
Deck: 15 Discard: 1 Buried: 0 Displayed: 3
Notes: Reroll: Not Used
6 XP, 6 HP

Steal Soul: +1d4 to all checks.

Summary: Banished Windward Isle card 3, acquired cards 4 and 5.


Off-turn: Kyra draws Blessing of Qi Zhong.


I'm assuming that the entire party is traveling together given notes in Discord. So...

From Kyra defeating Blood Hag, everyone suffers 3 Fire damage. Radovan reduces this by 1 due to his power, so that leaves 2 for everyone.

(I'll assume everyone travels together to Windward Isle on Feiya's turn as well).


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: When adding henchmen, do not shuffle a Hurricane Winds into the Windward Isle location deck. Instead, shuffle together the henchmen Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon. Shuffle one of these cards at random into the Windward Isle and return the others to the box without looking at them.
When playing this adventure in Tier 2, the difficulty of checks against Hurricane Winds is decreased by 2 and the difficulty of checks against Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon is decreased by 6.
When playing this adventure in Tier 5, the difficulty of checks against Hurricane Winds is increased by 2.
To win the scenario, close all locations.

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.”
10-00B: For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.
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.

Dimension Leap (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.

Heartbreak Hinsin (Ally 0)

Spoiler:
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.

1x Spell 3
1x Item 1
1x Ally 0

Plunder:

1. Weapon

(BR Only)

Spoiler:

1. Musket +2 (Weapon 3)

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:
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.

Monster 3

Spoiler:
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.

Monster 4

Spoiler:
Tetrolimulus
SS Monster 5
Traits: Animal Aquatic
To Defeat: Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.

Monster 5

Spoiler:
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.

Random Barriers:

Barrier 1
Spoiler:
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.

Barrier 2

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 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:
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.

Barrier 5

Spoiler:
Sandbar
SS Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

Random Weapons:

Weapon 1
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 2

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 3

Spoiler:
Spellsword +2
SS Weapon 4
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee Arcane Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.

Weapon 4

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.

Weapon 5

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.

Random Spells:

Spell 1
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 2

Spoiler:
Speed
SS Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3

Spoiler:
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.

Spell 4

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.

Spell 5

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.

Random Armor:

Armor 1
Spoiler:
Brine Dragonhide Breastplate
SS Armor 4
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 2

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 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:
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:
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:
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.

Item 2

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 3

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

Item 4

Spoiler:
Ring of Regeneration
SS Item 5
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

Item 5

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.

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:
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.

Ally 3

Spoiler:
Giffer Tibbs
SS Ally B
Traits: Gnome Pirate
To Acquire: Charisma Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 4

Spoiler:
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.

Ally 5

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.

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 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 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 Sivanah
SS Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5

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.

Turn: 5 Radovan/Katlyn99
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: 25

Blessings Deck Cards/Turn Order:

Blessings Deck Card 5 - Turn 6 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 6 - Turn 7 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 7 - Turn 8 Feiya/Hawkmoon269

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 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 9 - Turn 10 Raheli/Matsu Kurisu

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.

Blessings Deck Card 10 - Turn 11 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 11 - Turn 12 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 12 - Turn 13 Radovan/Katlyn99

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 13 - Turn 14 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 14 - Turn 15 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 15 - Turn 16 Feiya/Hawkmoon269

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.

Blessings Deck Card 16 - Turn 17 Radovan/Katlyn99

Spoiler:
Blessing of Zogmugot
SS Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.

Blessings Deck Card 17 - Turn 18 Raheli/Matsu Kurisu

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 18 - Turn 19 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 19 - Turn 20 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 20 - Turn 21 Radovan/Katlyn99

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 21 - Turn 22 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 23 Kyra/cartmanbeck

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 23 - Turn 24 Feiya/Hawkmoon269

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 Radovan/Katlyn99

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 25 - Turn 26 Raheli/Matsu Kurisu

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.

Blessings Deck Card 26 - Turn 27 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 27 - Turn 28 Feiya/Hawkmoon269

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 28 - Turn 29 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 29 - Turn 30 Raheli/Matsu Kurisu

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.

Beach
At This Location (Open): At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Beach Card 1:
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.
Beach Card 2:
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.
Beach Card 3:
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.
Beach Card 4:
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.
Beach Card 5:
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.
Beach Card 6:
Dire Shark
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Beach Card 7:
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.
Beach Card 8:
Hurricane Winds
10-00 Henchman 2
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: The difficulty of checks against Hurricane Winds is increased by 2.

Sea Caves
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Sea Caves Card 1:
Hurricane Winds
10-00 Henchman 2
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: The difficulty of checks against Hurricane Winds is increased by 2.
Sea Caves Card 2:
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.
Sea Caves Card 3:
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.
Sea Caves Card 4:
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.
Sea Caves Card 5:
Cut-Throat Grok
SS Ally 1
Traits: Half-Orc Fighter Pirate
To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 6:
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.
Sea Caves Card 7:
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.
Sea Caves Card 8:
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.
Sea Caves Card 9:
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.
Sea Caves Card 10:
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.

Windward Isle
At This Location (Open): If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
At This Location (Closed): If you start your turn at this location, draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Feiya/Hawkmoon269, Kyra/cartmanbeck, Radovan/Katlyn99, Raheli/Matsu Kurisu

Windward Isle Card 1:
Curse of the Flesheaters
SS Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
This is not a closing henchman.
Windward Isle Card 2:
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.
Windward Isle Card 3:
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.
Windward Isle Card 4:
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.
Windward Isle Card 5:
Potion of the Ocean
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

Tidewater Rock
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: None

Coastline
At This Location (Open): If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Coastline Card 1:
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.
Coastline Card 2:
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.
Coastline Card 3:
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.
Coastline Card 4:
Hurricane Winds
10-00 Henchman 2
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: The difficulty of checks against Hurricane Winds is increased by 2.
Coastline Card 5:
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.
Coastline Card 6:
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.
Coastline Card 7:
Control Weather
SS Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Coastline Card 8:
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

Coastline Card 9:
Sniper Goggles
SS Item 4
Traits: Accessory Magic
To Acquire: Dexterity Ranged Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Coastline Card 10:
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.


Deck Handler for CotCT Radovan

OFF-TURN ACTIONS:On Kyra's turn, displayed Giant Sea Anemone (5) next to Norge due to taking fire dmg. Displayed Pirate Captain (0) next to QUang due to local char taking dmg. On Feiyas turn, drew a card.

Hourglass Discard: Blessing of Kelizandri

Start of Turn: Ring of regeneration - Blessing of the elements

Explore: Curse of the Flesheaters

Bury Dire Shark to add d6+4
Disable 16: 1d8 + 4 + 1d6 + 4 ⇒ (4) + 4 + (3) + 4 = 15
Using reroll
1d8 + 4 + 3 + 4 ⇒ (5) + 4 + 3 + 4 = 16
Discard Rodrick to draw blessing of the savored sting. Discard Isiem to examing top 3 cards, return them in any order then explore.
Cyclops, Hull Damage, Dagger Pistol +1
Putting it back in order: Dagger Pistol +1, Cyclops, hull damage
(if Raheli prefers hull damage to come before cyclops i will accomodate that)
Taking a 0 to fail to get the pistol. Displaying Giant Jellyfish (3) next to Quang.

End of turn: Ring of regeneration - ring of elemental command

Radovan wrote:

Hand: Belt of Physical Might, Forensic Physician, Nightwalker Isra, Ring of Regeneration, Rapier of Puncturing, Sawtooth Sabre +2, Blessing of the Savored Sting,

Displayed: Quang (devil Form - OOC d6), Giant Jellyfish (3), Pirate Captain (0), Norge ( Devil Form - IC d8), Giant Sea Anemone (5),
Deck: 14 Discard: 2 Buried: 1
Current Hero Points: 4
Used Hero Points: 0
Reroll used?: Yes
NOTES:
Available Support: 1 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it., Blessing of the Gods, Keen Rapier +3, Blessing of Abadar, Red Leathers, Skyplate Armor, Oparal, Blessing of the Starsong, Shy Ratani
Recharged: Elyana, Blessing of the Elements, Ring of Elemental Command,
Discard Pile: Rodrick, Isiem,
Buried Pile: Dire Shark (4),

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,

From Kyra defeating Blood Hag, everyone suffers 3 Fire damage
Reduce to 0 using Snapping Turtle & recharging Black Spot

Blessing = 1 / Blessing of the Gods

Start of Turn
At: Windward Isle
Give: No
Move: No

Redovan reorder (hull damage to come before cyclops)

Free Explore = 3: Hull Damage, Barrier 1, Veteran: Intelligence 11(6+5)

Spoiler:
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.

Intelligence 1d8+1, Raheli.Item(Wand of Flying) +1d4+3, Steal Soul +1d4
Intelligence 11: 1d8 + 1 + 1d4 + 3 + 1d4 ⇒ (6) + 1 + (3) + 3 + (2) = 15- Banished

Raheli ends her turn.

Raheli attempts to recover all cards in her Recovery pile.

Raheli resets her hand.
Draw up Good Omen (Core), Augury

Summary
Location = Windward Isle (Remaining #2, #5)
Acquired =
Banished = 3: Hull Damage
Examined =

From Box =
Displayed =
Give =
Used =

Other =

Raheli wrote:

Hand: Fire Barrage, Staff of Curses, Cleric of Nethys, Blessing of the Savored Sting, Good Omen (Core), Augury,

Displayed: Snapping Turtle, Steal Soul,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: BoSS: Available
Good Omen: +1d6+5 to acquire/guard/close. Available
Staff of Curses (Augury/GoodOmen): Add 1d4+4 to a combat check
Local:
Movement: Movement note
Other: Other notes: Display Steal Soul as soon as someone defeats a Monster

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Byzantine Lexicon, Binder's Tome, Dreamcatcher, Staff of Minor Healing , Blessing of Pharasma, Wolverine, Wand of Flying, Blessing of Master of Masters, Black Spot, Blessing of Nethys, Staff of Life, Angelic Doll
Recharged:
Discard Pile: Fox (Core), Channel the Gift,
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. ([X] 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: USED
Paizo Mat Discard: AVAILABLE


Feiya's: Current Hand | Character Deck

Fixing my hand from the damage on Kyra's turn. The only cards I have in hand still that I would have had then are my blessings, so I'll discard both of them and draw 2 more cards.

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), Ring of Fire(3), Alchemical Glue(1), Staff of Curses(4), Heartbreak Hinsin(B), Blessing of the Seventh Veil(4)
Deck: 13 Discard: 3 Buried: 0 Displayed: 3
Notes: Reroll: Not Used
6 XP, 6 HP

Steal Soul: +1d4 to all checks.


Off turn, discarded Godclaw Gauntlets and Blessing of the Lady of Graves.

Start of my turn, I'll use Channel the Gift to pull out Restorative Touch.

Kyra sees a cyclops just ripe for consumption. Explore the Cyclops. Casting Boneshatter on him. Before acting I examine Blessing of Barbatos from my deck and recharge it. Reveal Hellfire Halo for 1d6, and requesting a recharge from Feiya, let's do a -4 using the Alchemical Glue.
Combat 22-4=18: 1d12 + 6 + 2d12 + 1d6 ⇒ (3) + 6 + (12, 9) + (2) = 32 Dead.

Blessing of Qi Zhong to explore again. Potion of the Ocean. That also banishes. Reveal Hellfire Halo to add 1d6 to my closing check.

Wisdom 7: 1d12 + 4 + 1d6 ⇒ (12) + 4 + (2) = 18 Windward Isle closed. I draw a card.

Kyra vanquishes a cyclops, then tosses a few trinkets he had on him into the ocean. She has no need for paltry baubles. She casts a healing spell on herself, then prepares to set sail again with her allies.'

heals: 1d4 + 1 ⇒ (3) + 1 = 4

recharge boneshatter: 1d12 + 6 ⇒ (6) + 6 = 12
recharge channel the gift: 1d12 + 6 ⇒ (5) + 6 = 11
recharge restorative touch: 1d12 + 6 ⇒ (7) + 6 = 13

Wrathful Kyra Hand: Asmodean High Priest, Hellfire Halo, Blessing of Barbatos, Blessing of Geryon, Suurlehetas, Circle of Evil, Blessing of Mazmezz
Displayed:
Deck: 11 Discard: 5 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.


Hao Jin Cataclysm Rewards:

For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.

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 8: The hour is plural.

Start of turn, draw a card: Staff of Empty Souls.

Seeing a chance to slip in and out of the Sea Caves, Feiya takes the Thresher in for a closer look.
Move to Sea Caves

Free exploration: Hurricane Winds
A storm suddenly surrounds the ship.
Hex (Staff of Curses)
Knowledge 13+2-6=9: 1d12 + 6 + 1d4 ⇒ (5) + 6 + (4) = 15
Success
Defeated

Attempting to close...
Summon: Giant Sea Anemone

Life Leech, Hex (Blessing of the Seventh Veil
Combat 20-6=14: 1d12 + 6 + 2d4 + 1d4 ⇒ (7) + 6 + (4, 4) + (3) = 24
Success
Heal: 1d4 + 1 ⇒ (1) + 1 = 2
Defeated

Location closed.

Playing Fly to examine...
Beach: Dindreann
Coastline: Sapphire Jellyfish

I'll move us all to the Windward Isle so Radovan can draw a card at the start of his turn.

Ending my turn
Life Leech Arcane 15: 1d12 + 6 + 1d4 ⇒ (5) + 6 + (2) = 13
Fly Arcane 10: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19

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), Staff of Empty Souls(6), Heartbreak Hinsin(B), Vampire Bat(3), Wolverine(2), Blessing of Norgorber(4), Blessing of Pharasma(5)
Deck: 14 Discard: 2 Buried: 0 Displayed: 3
Notes: Reroll: Not Used
6 XP, 6 HP

Steal Soul: +1d4 to all checks.


Deck Handler for CotCT Radovan

OFF-TURN ACTIONS:On Kyra's turn, Tetrolimulus (5) displayed next to Quang.

Hourglass Discard: Blessing of the Gods

Start of Turn: Ring of regeneration - Rodrick, draw a card - BoAbadar

Move: Beach

Explore: Dindreann

Diplomacy 11: 1d8 + 3 ⇒ (4) + 3 = 7
Display Jellyfish Swarm (2) next to Norge.
Discard Forensic Physician to heal last remaining card in discard - Isiem, then explore.

Explore: Symbol of Insanity

Requesting Feiya lower the difficulty by 5 by recharging the Bat. Discarding BoAbadar to bless twice. Burying Pirate Captain (0) to add a d6.
Wisdom 14-5: 4d6 ⇒ (5, 1, 4, 1) = 11
Recharge Nightwalker Isra to examine the top card of location; if it is a monster, may encounter.
Examine: Potion of Heroism
End of Turn: Ring of regeneration - BoAbadar

Radovan wrote:

Hand: Belt of Physical Might, Elyana, Rodrick, Ring of Regeneration, Rapier of Puncturing, Sawtooth Sabre +2, Blessing of the Savored Sting,

Displayed: Quang (devil Form - OOC d6), Giant Jellyfish (3), Tetrolimulus (5), Norge ( Devil Form - IC d8), Giant Sea Anemone (5), Jellyfish Swarm (2),
Deck: 15 Discard: 1 Buried: 2
Current Hero Points: 4
Used Hero Points: 0
Reroll used?: Yes
NOTES:
Available Support: 1 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Red Leathers, Shy Ratani, Blessing of the Gods, Blessing of the Starsong, Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it., Blessing of the Elements, Skyplate Armor, Oparal, Ring of Elemental Command, Isiem, Keen Rapier +3
Recharged: Nightwalker Isra, Blessing of Abadar,
Discard Pile: Forensic Physician,
Buried Pile: Dire Shark (4), Pirate Captain (0),

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

Hex (Vampire Bat) for Radovan

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), Staff of Empty Souls(6), Heartbreak Hinsin(B), Wolverine(2), Blessing of Norgorber(4), Blessing of Pharasma(5)
Deck: 15 Discard: 2 Buried: 0 Displayed: 3
Notes: Reroll: Not Used
6 XP, 6 HP

Steal Soul: +1d4 to all checks.

The Concordance

Deck handler link

Turn Order
Radovan, Raheli, Kyra, Feiya,

From Kyra defeating Blood Hag, everyone suffers 3 Fire damage
Reduce to 0 using Snapping Turtle & recharging Black Spot

Blessing = 10 / Blessing of Cayden Cailean

Start of Turn
At: Beach
Give: No
Move: No

Free Explore = 3: Potion of Heroism, Item 1: Intelligence 7

Spoiler:
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.

Intelligence 1d8+1, Steal Soul +1d4
Intelligence 7: 1d8 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13- Acquired

Recovery Augury (Monster)
4: Hull Damage, Barrier 1
5: Besmaran Vestments, Armor 3
6: Dire Shark, Monster 4 - On Bottom

Raheli ends her turn.

Raheli attempts to recover all cards in her Recovery pile.
Augury: Arcane 8: 1d8 + 1 + 2 + 1d4 ⇒ (4) + 1 + 2 + (2) = 9 -> Augury recharged .

Raheli resets her hand.
Draw up nil

Summary
Location = Beach Shuffle(4-8,6)
Acquired = 3: Potion of Heroism
Banished =
Examined = 4: Hull Damage, 5: Besmaran Vestments,
6: Dire Shark,- [b]On Bottom

From Box =
Displayed =
Give =
Used =

Other =
"

Raheli wrote:

Hand: Fire Barrage, Good Omen (Core), Staff of Curses, ac Potion of Heroism, Cleric of Nethys, Blessing of the Savored Sting,

Displayed: Snapping Turtle, Steal Soul,
Deck: 13 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: BoSS: Available
Good Omen: +1d6+5 to acquire/guard/close. Available
Staff of Curses (Augury/GoodOmen): Add 1d4+4 to a combat check
Local:
Movement: Movement note
Other: Other notes: Display Steal Soul as soon as someone defeats a Monster

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staff of Life, Wolverine, Staff of Minor Healing , Angelic Doll, Byzantine Lexicon, Dreamcatcher, Blessing of Nethys, Black Spot, Blessing of Master of Masters, Wand of Flying, Binder's Tome, Blessing of Pharasma
Recharged: Augury,
Discard Pile: Fox (Core), Channel the Gift,
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. ([X] 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: USED
Paizo Mat Discard: AVAILABLE

"


Kyra keeps going at the Beach.
random: 1d4 ⇒ 1 Hull Damage. Reveal Hellfire Halo (decorrupting it) and request a recharge from Feiya for 7 (Blessing of Pharasma)

Intelligence 6+5-7=4: 1d8 + 1d6 ⇒ (2) + (3) = 5 Defeated.

My time to update is very short, so I'm going to end it there.

Wrathful Kyra Hand: Asmodean High Priest, Hellfire Halo, Blessing of Barbatos, Blessing of Geryon, Suurlehetas, Circle of Evil, Blessing of Mazmezz
Displayed:
Deck: 11 Discard: 5 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.


Hao Jin Cataclysm Rewards:

For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.

Season of Factions Favor Capstone Reward:

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


Feiya's: Current Hand | Character Deck

On Kyra's turn, Hex (Blessing of Pharasma)

Turn 12: The hour is Milani.

Feiya takes the ship over to the Coastline.

Free exploration: Sapphire Jellyfish
BYA Electricity damage: 1d4 ⇒ 4
Ugh. Nothing I can do about that.
Discard everything except Ring of Fire.

Combat 18: 1d12 + 6 + 2d6 + 1d4 ⇒ (9) + 6 + (4, 5) + (4) = 28
Success
Defeated

Ending my turn.
Recover:
Ring of Fire Arcane 12: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (1) = 15
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: Scrying(4), Staff of Curses(4), Staff of Life(5), Cleric of Nethys(2), Daji(P), Blessing of the Savored Sting(3), Blessing of the Seventh Veil(4)
Deck: 10 Discard: 6 Buried: 0 Displayed: 3
Notes: Reroll: Not Used
8 XP, 6 HP

Steal Soul: +1d4 to all checks.

Summary: Moved all of us to Coastline. Everyone takes 1d4 Electricity damage. Card 1 defeated and banished.


Feiya's: Current Hand | Character Deck

At the start of the next turn, Feiya plays Scrying: Barriers at the Coastline.

Crawling Cyclops Hands
Shark Skin Armor
Hurricane Winds

Shuffle the Shark Skin Armor back in, the put Hurricane Winds 1, Shark Skin Armor 2.


Deck Handler for CotCT Radovan

OFF-TURN ACTIONS:On Feiya's turn I take 1d4 electricity damage and display Werecrocodile (3) next to Quang from prev update as i ran out of random monsters from the current update.
electricity dmg: 1d4 ⇒ 1
Discard Rapier of Puncturing

Start of Turn: Ring of regeneration - Rapier of Puncturing
Explore: Hurricane Winds

Requesting Feiya reduce the difficulty by 6 by recharging Staff of curses. Burying Giant Jellyfish (3) to add d6+3 and recharging both allies to add 2d4
Wisdom 13+2-6: 1d6 + 1d6 + 3 + 2d4 ⇒ (6) + (6) + 3 + (2, 1) = 18
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
Burying Werecrocodile (3) to add d6+3
Wisdom 6: 1d6 + 1d6 + 3 ⇒ (1) + (4) + 3 = 8
Coastline is closed.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.

End of Turn: Ring of regeneration - Forensic Physician

Radovan wrote:

Hand: Belt of Physical Might, Keen Rapier +3, Oparal, Skyplate Armor, Ring of Regeneration, Sawtooth Sabre +2, Blessing of the Savored Sting,

Displayed: Quang (devil Form - OOC d6), Tetrolimulus (5), Norge ( Devil Form - IC d8), Giant Sea Anemone (5), Jellyfish Swarm (2),
Deck: 16 Discard: 0 Buried: 4
Current Hero Points: 4
Used Hero Points: 0
Reroll used?: Yes
NOTES:
Available Support: 1 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it., Blessing of the Starsong, Isiem, Red Leathers, Ring of Elemental Command, Shy Ratani, Blessing of the Gods, Blessing of the Elements
Recharged: Nightwalker Isra, Blessing of Abadar, Rapier of Puncturing, Elyana, Rodrick, Forensic Physician,
Discard Pile:
Buried Pile: Dire Shark (4), Pirate Captain (0), Giant Jellyfish (3), Werecrocodile (3),

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: When adding henchmen, do not shuffle a Hurricane Winds into the Windward Isle location deck. Instead, shuffle together the henchmen Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon. Shuffle one of these cards at random into the Windward Isle and return the others to the box without looking at them.
When playing this adventure in Tier 2, the difficulty of checks against Hurricane Winds is decreased by 2 and the difficulty of checks against Breath of Dagon, Curse of the Flesheaters, and Eye of Dagon is decreased by 6.
When playing this adventure in Tier 5, the difficulty of checks against Hurricane Winds is increased by 2.
To win the scenario, close all locations.

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.”
10-00B: For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.
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.

Dimension Leap (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.

Heartbreak Hinsin (Ally 0)

Spoiler:
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.

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.

1x Spell 3
2x Item 1
1x Ally 0

Plunder:

1. Weapon

(BR Only)

Spoiler:

1. Musket +2 (Weapon 3)

Random Monsters:

Monster 1
Spoiler:
Werecrocodile
SS Monster 3
Traits: Lycanthrope Aquatic
To Defeat: Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

Monster 2

Spoiler:
Koko
SS Monster 4
Traits: Plant Treant
To Defeat: Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

Monster 3

Spoiler:
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.

Monster 4

Spoiler:
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.

Monster 5

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.

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:
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.

Barrier 3

Spoiler:
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.

Barrier 4

Spoiler:
Sandbar
SS Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

Barrier 5

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.

Random Weapons:

Weapon 1
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 2

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 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:
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.

Weapon 5

Spoiler:
Sword Cane Pistol +2
SS Weapon 4
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

Random Spells:

Spell 1
Spoiler:
Blazing Servant
SS Spell 4
Traits: Magic Arcane Divine Fire
To Acquire: Intelligence Arcane Wisdom Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
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.

Spell 3

Spoiler:
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.

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:
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.

Random Armor:

Armor 1
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 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:
Brine Dragonhide Breastplate
SS Armor 4
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4

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 5

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.

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:
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.

Item 3

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 4

Spoiler:
Crystal of Healing Hands
SS Item 3
Traits: Accessory Magic Divine Healing
To Acquire: Wisdom Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

Item 5

Spoiler:
Magic Spyglass
SS Item 4
Traits: Object Magic
To Acquire: Intelligence Arcane Wisdom Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Random Allies:

Ally 1
Spoiler:
Audessa Reyquio
SS Ally 4
Traits: Human Aristocrat
To Acquire: Dexterity Acrobatics 7 THEN Charisma Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.

Ally 2

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.

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.

Ally 4

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.

Ally 5

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.

Random Blessings:

Blessing 1
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.

Blessing 2

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 3

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 4

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 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: 14 Raheli/Matsu Kurisu
Top of Blessing Discard Pile:

Blessing of the Gods:
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 Remaining: 16

Blessings Deck Cards/Turn Order:

Blessings Deck Card 14 - Turn 15 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 15 - Turn 16 Feiya/Hawkmoon269

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.

Blessings Deck Card 16 - Turn 17 Radovan/Katlyn99

Spoiler:
Blessing of Zogmugot
SS Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.

Blessings Deck Card 17 - Turn 18 Raheli/Matsu Kurisu

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 18 - Turn 19 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 19 - Turn 20 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 20 - Turn 21 Radovan/Katlyn99

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 21 - Turn 22 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 23 Kyra/cartmanbeck

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 23 - Turn 24 Feiya/Hawkmoon269

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 Radovan/Katlyn99

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 25 - Turn 26 Raheli/Matsu Kurisu

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.

Blessings Deck Card 26 - Turn 27 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 27 - Turn 28 Feiya/Hawkmoon269

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 28 - Turn 29 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 29 - Turn 30 Raheli/Matsu Kurisu

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.

Beach
At This Location (Open): At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
At This Location (Closed): No effect.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Beach Card 1:
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.
Beach Card 2:
Hurricane Winds
10-00 Henchman 2
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: The difficulty of checks against Hurricane Winds is increased by 2.
Beach Card 3:
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.
Beach Card 4 (Dire Shark):
Dire Shark
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.

Sea Caves
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: None

Windward Isle
Closed
At This Location (Closed): If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Tidewater Rock
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: None

Coastline
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/cartmanbeck, Radovan/Katlyn99, Raheli/Matsu Kurisu

The Concordance

Deck handler link

Turn Order
Radovan, Raheli, Kyra, Feiya,

From Feiya BYA Sapphire Jellyfish, everyone suffers 4 electricity
Reduce to 0 using Snapping Turtle & recharging Fire Barrage

Blessing = 0 / Blessing of the Gods

Start of Turn
At: Coastline
Give: No
Move: Beach

Free Explore = 1: Besmaran Vestments, Armor 3: Fortitude 6

Spoiler:
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.

Fortitude 1d6+2, Steal Soul +1d4, Recovery ac Potion of Heroism +1d6
Fortitude 6: 1d6 + 2 + 1d4 + 1d6 ⇒ (4) + 2 + (4) + (5) = 15- Acquired

Discard Cleric of Nethys, examine 2, rearrange and explore
2: Hurricane Winds, Henchman 2
3: Navigator Musket +1, Weapon 3

Explore = 2: Hurricane Winds, Henchman 2: Knowledge 15(13+2)

Spoiler:
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: The difficulty of checks against Hurricane Winds is increased by 2.

Knowledge 1d8+1+2, Steal Soul +1d4, ac Potion of Heroism +1d6, Raheli.Item(Staff of Curses (AD4)) +1d4+4
Knowledge 15 6: 1d8 + 1 + 2 + 1d4 + 1d6 + 1d4 + 4 ⇒ (7) + 1 + 2 + (2) + (3) + (4) + 4 = 23- Banished

Bury Good Omen to close Beach

We win!


Development
As you suspected, you discovered several other Pathfinders seeking shelter from the storm. All report variations of the same tale throughout the tapestry: strange rifts in the ground and sky open onto a silvery void. Many have offered to join your crew, lending their eclectic expertise.
At a time like this, you’ll gladly take all the hands you can get.

Reward
Report one Secured the Waterways success to the Overseer GM or HQ Staff.
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 add 1d12 to your check to defeat a barrier.”

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)
Besmaran Vestments (Armor 3)
Dimension Leap (Spell 3)
Heartbreak Hinsin (Ally 0)
*Musket +2 (Weapon 3)
Potion of Heroism (Item 1)

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


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:

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.”
10-00B: For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.
10-00C: 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 add 1d12 to your check to defeat a barrier.”
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. Ally

(BR Only)

Spoiler:


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:
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:
Sargassum Fiend
SS Monster 4
Traits: Plant Aquatic
To Defeat: Wisdom Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

Monster 4

Spoiler:
Manticore
SS Monster 3
Traits: Aberration Manticore
To Defeat: Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Monster 5

Spoiler:
Cecaelia
SS Monster B
Traits: Merfolk Aquatic
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Random Barriers:

Barrier 1
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 2

Spoiler:
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.

Barrier 3

Spoiler:
Sandbar
SS Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

Barrier 4

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.

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:
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.

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:
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 5

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.

Random Spells:

Spell 1
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 2

Spoiler:
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.

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:
Speed
SS Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5

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.

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:
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:
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:
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:
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:
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.

Item 3

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 4

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

Item 5

Spoiler:
Potion of the Ocean
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

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:
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.

Ally 3

Spoiler:
Cut-Throat Grok
SS Ally 1
Traits: Half-Orc Fighter Pirate
To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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:
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.

Random Blessings:

Blessing 1
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.

Blessing 2

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.

Blessing 3

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.

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: 1 Kyra/cartmanbeck

Hour: Blessing of Norgorber:
Blessing of Norgorber
SS Blessing 5
Traits: Divine Norgorber
To Acquire: Bury any card OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards Remaining in Hourglass: 29

Hourglass:

Turn 2 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.

Turn 3 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.

Turn 4 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.

Turn 5 Kyra/cartmanbeck

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.

Turn 6 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.

Turn 7 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.

Turn 8 Raheli/Matsu Kurisu

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 9 Kyra/cartmanbeck

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.

Turn 10 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.

Turn 11 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.

Turn 12 Raheli/Matsu Kurisu

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.

Turn 13 Kyra/cartmanbeck

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.

Turn 14 Feiya/Hawkmoon269

Spoiler:
Blessing of Zogmugot
SS Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.

Turn 15 Radovan/Katlyn99

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 16 Raheli/Matsu Kurisu

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.

Turn 17 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.

Turn 18 Feiya/Hawkmoon269

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 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.

Turn 20 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.

Turn 21 Kyra/cartmanbeck

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.

Turn 22 Feiya/Hawkmoon269

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 23 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.

Turn 24 Raheli/Matsu Kurisu

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.

Turn 25 Kyra/cartmanbeck

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.

Turn 26 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.

Turn 27 Radovan/Katlyn99

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.

Turn 28 Raheli/Matsu Kurisu

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.

Turn 29 Kyra/cartmanbeck

Spoiler:
Pirate's Favor
SS Loot 3
Type: Blessing
Traits: Pirate Swashbuckling
To Acquire:
Discard this card to add 1 die to any check. If the check has the Swashbuckling trait, you may play another blessing on this check.
Discard this card to explore your location.
If the top card of the blessings discard pile is Blessing of the Gods or Blessing of Besmara, recharge this card instead of discarding it.

Turn 30 Feiya/Hawkmoon269

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.

Fishing Village
At This Location (Open): If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Fishing Village Card 1:
Ring of Rat Fangs
SS Item 4
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude 10
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.
Fishing Village Card 2:
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.
Fishing Village Card 3:
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.
Fishing Village Card 4:
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.
Fishing Village Card 5:
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.
Fishing Village Card 6:
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.
Fishing Village Card 7:
Sword Cane Pistol +2
SS Weapon 4
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Fishing Village Card 8:
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.
Fishing Village Card 9:
Anchor
SS Item B
Traits: Tool
To Acquire: Wisdom Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
Fishing Village Card 10:
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.

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: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Ruined Temple 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.
Ruined Temple Card 2:
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.
Ruined Temple Card 3:
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.
Ruined Temple Card 4:
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.
Ruined Temple 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.
Ruined Temple Card 6:
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.
Ruined Temple Card 7:
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.
Ruined Temple Card 8:
Brine Dragonhide Breastplate
SS Armor 4
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Ruined Temple Card 9:
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.
Ruined Temple Card 10:
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.

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: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Scar Bay Card 1:
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.
Scar Bay Card 2:
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.
Scar Bay Card 3:
Will-o'-Wisp
SS Monster 3
Traits: Aberration
To Defeat: Combat 16 OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers.
Scar Bay 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.
Scar Bay Card 5:
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.
Scar Bay Card 6:
Will-o'-Wisp
SS Monster 3
Traits: Aberration
To Defeat: Combat 16 OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers.
Scar Bay Card 7:
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.
Scar Bay Card 8:
Illusory Wall
SS Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Scar Bay Card 9:
Spyglass
SS Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Scar Bay Card 10:
Rotgut
SS Ally 2
Traits: Animal Pirate
To Acquire: Wisdom Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Tower
At This Location (Open): At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently 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.
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: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tower Card 1:
Lady Cerise Bloodmourn
SS Ally 4
Traits: Human Aristocrat Captain Pirate
To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Tower Card 2:
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.
“The rifts are gateways to another world. We shall seize this chance to rise again!”
Tower 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.
Tower Card 4:
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.
Tower Card 5:
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.
Tower Card 6:
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.
Tower Card 7:
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.
Tower Card 8:
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.
Tower Card 9:
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.
Tower Card 10:
Sea Serpent
SS Monster 5
Traits: Animal Aquatic
To Defeat: Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.

Scorched Ruins
At This Location (Open): After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
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 to acquire a weapon.
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: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Scorched Ruins 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.
Scorched Ruins Card 2:
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.
Scorched Ruins Card 3:
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.
Scorched Ruins Card 4:
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.
Scorched Ruins Card 5:
Sea Scourge
SS Monster 2
Traits: Ooze Aquatic
To Defeat: Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Scorched Ruins Card 6:
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.
Scorched Ruins 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.
Scorched Ruins Card 8:
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.
Scorched Ruins Card 9:
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.
Scorched Ruins Card 10:
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

Rocky Cliff
At This Location (Open): At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Rocky Cliff Card 1:
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.
Rocky Cliff Card 2:
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.
Rocky Cliff Card 3:
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.
Rocky Cliff Card 4:
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.
Rocky Cliff Card 5:
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.
Rocky Cliff Card 6:
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.
Rocky Cliff 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.
Rocky Cliff Card 8:
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.
Rocky Cliff Card 9:
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.
Rocky Cliff Card 10:
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.


Deck Handler for CotCT Radovan

Radovan will start at a location someone else is at.

Radovan wrote:

Hand: Keen Rapier +3, Rapier of Puncturing, Belt of Physical Might, Shy Ratani, Nightwalker Isra, Forensic Physician, Blessing of the Elements,

Displayed: Quang (devil Form - OOC d6), Norge ( Devil Form - IC d8),
Deck: 17 Discard: 0 Buried: 0
Current Hero Points: 5
Used Hero Points: 0
Reroll used?: Yes
NOTES:
Available Support: 1 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shadowless Sword, Isiem, Skyplate Armor, Blessing of Abadar, Blessing of the Starsong, Ring of Elemental Command, Rodrick, Sawtooth Sabre +2, Oparal, Ring of Regeneration, Blessing of the Savored Sting, Blessing of the Ancients, Elyana, Blessing of the Gods, Red Leathers
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)

The Concordance

Deck handler link

Raheli - Start
- 10-00A: The Serpent's Fang - REPLAY

Cohort
= Snapping Turtle

Card Upgrade
= Spell 2 (Twisted Space)

Loot swaps
= N/a

Starting location
- Scar Bay - Hunting for Steal Soul bait

Other
Display Snapping Turtle start of first players turn

Starting Hand
"

Raheli wrote:

Hand: Augury, Steal Soul, Dreamcatcher, Staff of Minor Healing , Blessing of the Savored Sting, Blessing of Pharasma,

Displayed: Snapping Turtle,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: BoSS: Available, BoPharasma: Available
Local: Augury available
Movement: Movement note
Other: Other notes: Play STeal Soul as soon as someone defeats a monster

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Byzantine Lexicon, Binder's Tome, Channel the Gift, Wand of Flying, Blessing of Nethys, Twisted Space, Good Omen (Core), Blessing of Master of Masters, Wolverine, Cleric of Nethys, Fox (Core), Fire Barrage, Staff of Curses, Angelic Doll, Staff of Life
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. ([X] 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: USED
Paizo Mat Discard: AVAILABLE

"


Wrathful Kyra Hand: Hellfire Halo, Cloudburst, Channel the Gift, Blessing of Qi Zhong, Circle of Evil, Boneshatter, Blessing of Belial
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: 5/8

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.


Hao Jin Cataclysm Rewards:

For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.

Season of Factions Favor Capstone Reward:

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

Kyra begins at Scar Bay (and is happy to have Radovan accompany her, if he'd like). She looks around, hoping to find some undead minions.

I'll start by using Channel the Gift to pull out Steal Soul. Then I explore to find a Giant Spyglass Octopus. BYA check for those located here... I slightly regret suggesting that Radovan be with her. I auto-fail it.
damage: 1d4 - 1 ⇒ (1) - 1 = 0 NICE. I'll recharge Circle of Evil for the first check against it. I'll also use my Hellfire Halo on the check, decorrupting it.
Combat 18: 1d12 + 6 + 2d6 + 1d6 ⇒ (11) + 6 + (4, 3) + (5) = 29 If Radovan took any damage, he heals a card. For the second check, I'll recharge Cloudburst and use my Blessing of Beilal to add a die.
Combat 18: 1d12 + 6 + 2d6 + 1d12 ⇒ (7) + 6 + (6, 4) + (6) = 29 Dead octopus. I heal back my blessing and display Steal Soul. I'll stop there.

recharge Channel the Gift divine 14: 1d12 + 6 ⇒ (7) + 6 = 13 Discarded.

Wrathful Kyra Hand: Hellfire Halo, Blessing of Belial, Restorative Touch, Blessing of Qi Zhong, Corruptive Half-Plate, Boneshatter, Circle of Evil
Displayed: Steal Soul
Deck: 13 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: 5/8

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.


Hao Jin Cataclysm Rewards:

For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.

Season of Factions Favor Capstone Reward:

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

The Concordance

Deck handler link

Raheli - Out of turn

Giant Octopus wrote:


Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.

Dexterity 1d10+3, Discard Blessing of Pharasma +1d10

Dexterity 12: 1d10 + 3 + 1d10 ⇒ (5) + 3 + (9) = 17 - No

Display Steal Soul after Kyra defeats Giant Octopus

Recharge Staff of Minor Healing to heal Blessing of Pharasma

Raheli wrote:

Hand: Augury, Dreamcatcher, Blessing of the Savored Sting,

Displayed: Snapping Turtle, Steal Soul,
Deck: 17 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: BoSS: Available
Local: Augury available
Movement: Movement note
Other: Other notes:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Channel the Gift, Good Omen (Core), Cleric of Nethys, Byzantine Lexicon, Fox (Core), Blessing of Nethys, Blessing of Master of Masters, Wolverine, Fire Barrage, Blessing of Pharasma, Binder's Tome, Angelic Doll, Staff of Life, Twisted Space, Wand of Flying, Staff of Curses
Recharged: Staff of Minor Healing ,
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. ([X] 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: USED
Paizo Mat Discard: AVAILABLE


Feiya's: Current Hand | Character Deck

Feiya starts at Fishing Village.

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), Fly(2), Ring of Fire(3), Scrying(4), Shapechange(6), Staff of Curses(4), Wolverine(2), Blessing of the Seventh Veil(4)
Deck: 15 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used
8 XP, 6 HP

I'll immediately display both my cohorts and play Shapechange to adjust my skills.


Feiya's: Current Hand | Character Deck

Turn 2: The hour is Pharasma.

Feiya plays scrying (monsters) to search the ruined temple.
Serpentfolk Slayer
Bottled Lightning
Freezing Sphere
Leave the henchman on top, shuffle the rest.

Free exploration: Ring of Rat Fangs
Constitution 10: 1d12 + 2 ⇒ (12) + 2 = 14
Success
Acquired

Discard Ring of Rat Fangs to explore: Electricity Arc Trap
Hex (Staff of Curses)
Arcane 14-6=8: 1d12 + 6 ⇒ (8) + 6 = 14
Success
Defeated

Discard Blessing of the Seventh Veil to explore: Serpentfolk Slayer
Ring of Fire, Hex (Wolverine), Blessing of the Seventh Veil
Combat 18-4=14: 1d12 + 6 + 2d6 + 1d12 ⇒ (11) + 6 + (5, 1) + (12) = 35
Success
Defeated

Attempting to close.
Diplomacy 8: 1d8 + 5 ⇒ (3) + 5 = 8
Success
Location closed.

Fly to examine: Scar Bay (Potion of Flying), Rocky Cliff (Seaborne Trident +1). I'll move to Scar Bay with everyone else.

Ending my turn.
Recovery
Scyring Arcane 12: 1d12 + 6 ⇒ (10) + 6 = 16 Recharged
Ring of Fire Arcane 12: 1d12 + 6 ⇒ (4) + 6 = 10 Discarded
Fly Arcane 10: 1d12 + 6 ⇒ (1) + 6 = 7 Discarded

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: Life Leech(5), Verdure's Wrath(2), Scarf of Storytelling(6), Staff of Empty Souls(6), Staff of Life(5), Cat(3), Blessing of Pharasma(5)
Deck: 11 Discard: 4 Buried: 0 Displayed: 3
Notes: Reroll: Not Used
8 XP, 6 HP
Shapechange: Str, Dex, Con: 1d12+2


Deck Handler for CotCT Radovan

========================
Radovan disembarks from the ship along with the rest of the party at Scar Bay. Feiya having used her strange witch powers to scry ahead, she warned Radovan of the Potion of Flying located in an abandoned crate. Unfortunately Radovan ends up having to arm wrestle an octopus and in the ensuing commotion, the box is overturned and the potion destroyed. Undeterred by the octopus, the party continues on. Suddenly a strange glowing light appears before them, beckoning them onward. Radovan falls for its tricks until Kyra hisses out a warning about will-o-wisps. Making a brief note in his mind to thank Kyra, he draws his magical rapier and cuts down the menace.
===================================
OFF-TURN ACTIONS:On Kyras turn: choose to make my check after Kyra. display Sea Hag (0) next to Quang when Kyra takes damage. Bury Sea Hag (0) to add a d6 to my check.
strength 12: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (3) = 14
Hourglass Discard: Blessing of the Gods
Explore: Potion of Flying

Auto-Fail. Display Sea Troll (5) next to Norge. Discard SHy Ratani to explore.
Explore: Will-o'-Wisp

BYA: succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
Autofail BYA.
cards to recharge: 1d4 ⇒ 4
Recharge Rapier of Puncturing, Nightwalker Isra, Forensic Physician, and BotElements.
For combat check, reveal rapier and belt
Combat 16: 1d8 + 3 + 2d4 + 3 + 2 ⇒ (7) + 3 + (4, 1) + 3 + 2 = 20

Radovan wrote:

Hand: Keen Rapier +3, Isiem, Belt of Physical Might, Rodrick, Ring of Elemental Command, Blessing of the Ancients, Ring of Regeneration,

Displayed: Quang (devil Form - OOC d6), Norge ( Devil Form - IC d8), Sea Troll (5),
Deck: 16 Discard: 1 Buried: 1
Current Hero Points: 5
Used Hero Points: 0
Reroll used?: Yes
NOTES:
Available Support: 1 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Sawtooth Sabre +2, Elyana, Oparal, Skyplate Armor, Red Leathers, Blessing of the Savored Sting, Blessing of the Starsong, Blessing of Abadar, Shadowless Sword
Recharged: Rapier of Puncturing, Nightwalker Isra, Forensic Physician, Blessing of the Elements,
Discard Pile: Shy Ratani,
Buried Pile: Sea Hag (0),

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 = 4 / Blessing of Gorum

Start of Turn
At: Scar Bay
Give: No
Move: Tower

Recovery Augury(Monster)
2: Serpentfolk Seer, Villain 2 / Monster - On top
1: Lady Cerise Bloodmourn, Ally 4
3: Lookout Duty, Barrier B

Free Explore = No

Raheli ends her turn.
Tower.examine the top 2 cards of the blessings deck
5: Blessing of Asmodeus
6: Blessing of Milani
Kyra can rearrange
Raheli attempts to recover all cards in her Recovery pile.
Augury: Arcane 8: 1d8 + 1 + 2 + 1d4 ⇒ (1) + 1 + 2 + (1) = 5 -> Augury discarded.

Raheli resets her hand.
Draw up Channel the Gift, Staff of Life, Byzantine Lexicon, Binder's Tome

Summary
Location = Tower - 2, remainder random
Acquired =
Banished =
Examined = 2: Serpentfolk Seer, 1: Lady Cerise Bloodmourn,
3: Lookout Duty
From Box =
Displayed =
Give =
Used =

Other = Tower.examine the top 2 cards of the blessings deck
5: Blessing of Asmodeus
6: Blessing of Milani
Kyra can rearrange

"

Raheli wrote:

Hand: Channel the Gift, Dreamcatcher, Staff of Life, Byzantine Lexicon, Binder's Tome, Blessing of the Savored Sting,

Displayed: Snapping Turtle, Steal Soul,
Deck: 13 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: BoSS: Available
Local: Channel the Gift: Fetch spell from deck. available
Movement: Movement note
Other: Other notes:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Nethys, Angelic Doll, Wolverine, Cleric of Nethys, Fox (Core), Wand of Flying, Fire Barrage, Good Omen (Core), Blessing of Pharasma, Staff of Curses, Twisted Space, Blessing of Master of Masters
Recharged: Staff of Minor Healing ,
Discard Pile: Augury,
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. ([X] 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: USED
Paizo Mat Discard: AVAILABLE

"


Kyra continues through Scar Bay, finding a Drowning Spikes Trap. Using Blessing of Belial plus my Steal Soul d4.
Dexterity 7: 3d4 ⇒ (2, 2, 3) = 7 Defeated. I heal back that blessing.

Blessing of Qi Zhong to heal back Channel the Gift, then explore. Henchman! I'll recharge Circle of Evil to use my undead-killing power, reveal Hellfire Halo (uncorrupting it), and ask Feiya to reduce the difficulty by 5 (with Verdure's Wrath).[/ooc]

Combat 8+10-5=13/19: 1d12 + 6 + 2d6 + 1d6 + 1d4 ⇒ (1) + 6 + (6, 1) + (2) + (1) = 17 Yeesh! Hero point to reroll.
reroll: 1d12 + 6 + 2d6 + 1d6 + 1d4 ⇒ (11) + 6 + (5, 2) + (1) + (4) = 29 Defeated. I heal a card. Divine 8 to close, which is automatic for me. Scar Bay closed. I'm dealt 2 combat damage. Recharge Corruptive Half-Plate to reduce to 0.

Wrathful Kyra Hand: Hellfire Halo, Asmodean High Priest, Restorative Touch, Grayflame Mace +3, Godclaw Gauntlets, Boneshatter, Blessing of Mammon
Displayed: Steal Soul
Deck: 14 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: 4/8

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.


Hao Jin Cataclysm Rewards:

For the rest of the adventure, each character on a ship may reduce structural damage by discarding cards from the top of their deck or recharging cards from their hand.

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 will need to use Cat for her to reduce the difficulty by 5 (Card's level +2). Which is fine.

Turn 6: The hour is Milani.

Feiya takes Radovan and Kyra with her to the Ruined Temple.

Free exploration: Serpentfolk Slayer
Life Leech, Hex (Staff of Empty Souls)
Combat 8+10-8=10: 1d12 + 6 + 2d4 ⇒ (9) + 6 + (2, 3) = 20
Success
Heal: 1d4 + 1 ⇒ (4) + 1 = 5
Defeated

Attempting to close: Bury Blessing of Pharasma.
Location closed.

Ending my turn.
Life Leech Arcane 15: 1d12 + 6 ⇒ (9) + 6 = 15
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: Verdure's Wrath(2), Scarf of Storytelling(6), Staff of Empty Souls(6), Staff of Life(5), Cat(3), Wolverine(2), Blessing of the Seventh Veil(4)
Deck: 14 Discard: 0 Buried: 1 Displayed: 3
Notes: Reroll: Not Used
8 XP, 6 HP
Shapechange: Str, Dex, Con: 1d12+2


Deck Handler for CotCT Radovan

========================
Kyra, Feiya, and Radovan climb back onto the ship after completing their inspection of the Ruined Temple. Radovan pilots the Thresher to the Rocky Cliffs where they disembark. Radovan's friend Rodrick comes scurrying up the cliffs with them shouting to wait. Once Radovan gets to the top he turns around and wiats for his friend. "Here" Rodrick huffs out. "Thought you could use this." Rodrick hands Radovan a Seaborne Trident +1 and scurries back to the boat. At the top of the cliff a Gargoyle Sniper starts to take aim at Fieya and Kyra who are still climbing.
Radovan throws himself into the line of fire, protecting his comrades, and then dispatches the sniper with his rapier. After the fight, Radovan's friend Isiem spots trouble with Radovan's climbing kit. Parts of the climbing harness are singed from fire and barely hanging together. It was a miracle the harness hadn't broken during his climb. Suspecting Sabotage but too busy to try to determine who it was as he hadn't used his climbing kit since before setting out on the Thresher, Radovan shoves his thoughts aside as to who may have done it and focuses on more practical matters. "Feiya, can you lend me a hand in securing this harness with more rope so I don't fall to my death if it snaps?"
===================================

Hourglass Discard: Blessing of Gorum

Start of Turn: Ring of regeneration - Shy Ratani

Move: Rocky Cliffs with Feiya and Kyra

Explore: Seaborne Trident +1
Reveal belt
Strength 11: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Display Seaborne Trident +1 (3) next to Quang. Discard Rodrick to explore.
Explore: Gargoyle Sniper

BYA: succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
Auto-fail
Ranged Combat Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Damage reduced by 1 thanks to the devil-blooded thick skin.
Discard BotAncients and Ring of Elemental Command. Display Sargassum Fiend (4) next to Norge.

Reveal belt and Rapier. Norge is displayed which adds 1 and the fire trait. Banish Sargassum Fiend (4) to add d8+4
Combat 18: 1d8 + 3 + 2 + 2d4 + 3 + 1 + 1d8 + 4 ⇒ (1) + 3 + 2 + (1, 3) + 3 + 1 + (3) + 4 = 21
Discard Isiem.
Next 3 cards in Rocky Cliffs are: Sabotage, Alchemical Glue, and Pirate Hunting. Leaving Sabotage on top. The other two are placed in whatever order Kyra and Feiya prefer.
Explore: Sabotage

Encountered bane with the Fire trait. Displaying Manticore (3) next to Norge. Requesting Feiya reduce difficulty by 7 with her Staff which will make it an auto success.

End of Turn: Ring of regeneration - Isiem

Radovan wrote:

Hand: Keen Rapier +3, Belt of Physical Might, Ring of Regeneration, Elyana, Red Leathers, Shadowless Sword, Blessing of the Starsong,

Displayed: Quang (devil Form - OOC d6), Seaborne Trident +1 (3), Norge ( Devil Form - IC d8), Sea Troll (5), Manticore (3),
Deck: 14 Discard: 3 Buried: 1
Current Hero Points: 5
Used Hero Points: 0
Reroll used?: Yes
NOTES:
Available Support: 1 Blessing(s) available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Oparal, Sawtooth Sabre +2, Blessing of the Savored Sting, Skyplate Armor, Blessing of the Gods
Recharged: Rapier of Puncturing, Nightwalker Isra, Forensic Physician, Blessing of the Elements, Shy Ratani, Isiem,
Discard Pile: Rodrick, Blessing of the Ancients, Ring of Elemental Command,
Buried Pile: Sea Hag (0),

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

Off turn, Staff of Life recharged as Hex for Radovan.

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: Verdure's Wrath(2), Scarf of Storytelling(6), Staff of Empty Souls(6), Cat(3), Wolverine(2), Blessing of the Seventh Veil(4)
Deck: 15 Discard: 0 Buried: 1 Displayed: 3
Notes: Reroll: Not Used
8 XP, 6 HP
Shapechange: Str, Dex, Con: 1d12+2

The Concordance

Deck handler link

Turn Order
Radovan, Raheli, Kyra, Feiya,

Blessing = 8 / Blessing of Cayden Cailean

Start of Turn
At: Tower
Give: No
Move: Scorched Ruins

Channel the Gift (Good Omen)

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 Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Snapping Turtle (Binder's Tome) reduce damage to 0

Raheli.Combat(Dreamcatcher) MAGIC, Slashing 1d10+3+2d8, Raheli.Item(Staff of Life (AD5) +1d4+5
Combat 18: 1d10 + 3 + 2d8 + 1d4 + 5 ⇒ (5) + 3 + (3, 7) + (1) + 5 = 24 - banished

Raheli ends her turn.

Raheli attempts to recover all cards in her Recovery pile.
Channel the Gift: Arcane 14: 1d8 + 1 + 2 + 1d4 ⇒ (2) + 1 + 2 + (1) = 6 -> Channel the Gift discarded.

Raheli resets her hand.
Reveal Byzantine Lexicon, HS+1

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