Rahali - Witch- Matsu Kurisu
|
Raheli - Out of turn
W1: Dagger Pistol +1, Weapon 2: Dexterity 9
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.
Dexterity 1d10+3, Recovery Good Omen (Core)+1d6+5
Dexterity 9: 1d10 + 3 + 1d6 + 5 ⇒ (10) + 3 + (4) + 5 = 22 Acquired
Guarded Scorched Ruins
| Kyra, Mistress of Death |
Kyra heads to the Tower, carrying Feiya on the ship. She encounters the Villain.
Display Curse of Poisoning. Will have Feiya recharge both of her 6 cards to reduce by 8 on each check, and use her blessing on the first check. Grayflame Mace on the first check, recharging Restorative Touch to power it.
Combat 9+10-8=11: 1d6 + 1d8 + 2 + 1d12 + 6 + 1d6 ⇒ (2) + (4) + 2 + (9) + 6 + (3) = 26
Boneshatter on the second check, using Blessing of Mammon to add 2 dice (uncorrupting it), discard Hellfire Halo for 1d6, Godclaw Gauntlets to add 1d6+2 (it'll cause me to discard 2 cards after), plus a blessing from Radovan.
Combat 12+10-8=14: 1d12 + 6 + 2d12 + 2d12 + 1d6 + 1d6 + 2 + 1d12 ⇒ (5) + 6 + (9, 4) + (5, 12) + (4) + (3) + 2 + (9) = 59
WE WIN!
| Radovan - Katlyn99 |
OFF-TURN ACTIONS:
To Guard: Banish a boon
Banish Red Leathers to guard Rocky Cliffs
| BR skizzerz |
During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
Use the Thresher as your ship.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.
Party Ship: Thresher (Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.)
Scenario Level (#): 5
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.”
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
1. Item
(BR Only)
1. Topaz of Strength (Item 0)
Monster 1
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 2
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 3
SS Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Monster 4
SS Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Monster 5
SS Monster 4
Traits: Dwarf Fighter Pirate
To Defeat: Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Barrier 1
SS Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Barrier 2
SS Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier 3
SS Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier 4
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 5
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.
Weapon 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
SS Weapon 1
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
Weapon 3
SS Weapon 5
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Weapon 4
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 5
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.
Spell 1
SS Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Spell 2
SS Spell 3
Traits: Magic Arcane Cold Attack
To Acquire: Intelligence Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 3
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.
Spell 4
SS Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
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.
Armor 1
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.
Armor 2
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
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
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
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.
Item 1
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.
Item 2
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.
Item 3
SS Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Item 4
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.
Item 5
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.
Ally 1
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
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.
Ally 3
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 4
SS Ally 1
Traits: Human Cleric Pirate
To Acquire: Charisma Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 5
SS Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Blessing 1
SS Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 3
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
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
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.
Turn: 1 Feiya/Hawkmoon269
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.
Cards Remaining in Hourglass: 29
Turn 2 Radovan/Katlyn99
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 3 Raheli/Matsu Kurisu
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 4 Kyra/cartmanbeck
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.
Turn 5 Feiya/Hawkmoon269
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 6 Radovan/Katlyn99
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 7 Raheli/Matsu Kurisu
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 8 Kyra/cartmanbeck
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 9 Feiya/Hawkmoon269
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn 10 Radovan/Katlyn99
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 11 Raheli/Matsu Kurisu
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn 12 Kyra/cartmanbeck
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 13 Feiya/Hawkmoon269
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 14 Radovan/Katlyn99
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 15 Raheli/Matsu Kurisu
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 16 Kyra/cartmanbeck
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.
Turn 17 Feiya/Hawkmoon269
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.
Turn 18 Radovan/Katlyn99
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 19 Raheli/Matsu Kurisu
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 Kyra/cartmanbeck
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.
Turn 21 Feiya/Hawkmoon269
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 22 Radovan/Katlyn99
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 Raheli/Matsu Kurisu
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 24 Kyra/cartmanbeck
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 25 Feiya/Hawkmoon269
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.
Turn 26 Radovan/Katlyn99
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 27 Raheli/Matsu Kurisu
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 28 Kyra/cartmanbeck
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 29 Feiya/Hawkmoon269
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 30 Radovan/Katlyn99
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Festhall
At This Location (Open): If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
SS Monster 3
Traits: Aberration Manticore
To Defeat: Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
SS Weapon 5
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
SS Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS Spell 4
Traits: Magic Divine Healing
To Acquire: Wisdom Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
SS Ally 2
Traits: Animal Pirate
To Acquire: Wisdom Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
SS Weapon 4
Traits: Firearm Ranged Piercing Magic
To Acquire: Dexterity Ranged Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Smoking Den
At This Location (Open): At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
10-00 Villain 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Constitution Fortitude 10 THEN Combat 12
The difficulty to defeat is increased by the scenario’s adventure deck number.
On your Constitution or Fortitude check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
“I’m not taking you for your body. I’m taking you for your soul.”
SS Ally 2
Traits: Human Fighter Captain Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS Weapon 4
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS Weapon 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
SS Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS Monster 5
Traits: Troll Aquatic
To Defeat: Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
SS Barrier 5
Traits: Task
To Defeat: Constitution Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS Ally 3
Traits: Tengu Smuggler
To Acquire: Charisma Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
SS Barrier B
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
SS 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.
Tengu Rookery
At This Location (Open): At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS Barrier 3
Traits: Trap
To Defeat: Dexterity Disable 10 OR Wisdom Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS Monster B
Traits: Siren Aquatic Veteran
To Defeat: Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS Item 1
Traits: Tool
To Acquire: Wisdom Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
SS Ally B
Traits: Gnome Pirate
To Acquire: Charisma Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS 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.
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
SS Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS 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.
Warehouse
At This Location (Open): At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
SS Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS Barrier 2
Traits: Obstacle Pirate Veteran
To Defeat: Strength Ranged Constitution Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS Armor 5
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS Ally 3
Traits: Halfling Spy
To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
SS Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
SS Monster 3
Traits: Aberration
To Defeat: Combat 16 OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers.
SS Item B
Traits: Tool
To Acquire: Wisdom Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
SS 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.
Floating Shipyard
At This Location (Open): Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
At This Location (Closed): You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
SS Ally 3
Traits: Half-Elf Bard Captain Pirate
To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS 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.
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
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
SS Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
SS Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
SS Monster 3
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS Barrier 1
Traits: Trap Aquatic
To Defeat: Dexterity Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
SS Barrier 2
Traits: Obstacle Pirate Veteran
To Defeat: Strength Ranged Constitution Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS 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.
Merchant Marina
At This Location (Open): Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS Monster B
Traits: Hag Aquatic
To Defeat: Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
SS Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
SS Weapon 5
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS Item B
Traits: Object Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
SS 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.
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
SS Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
SS Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
SS Barrier 4
Traits: Trap Magic Electricity
To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS 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.
| Feiya Hawkmoon |
Feiya will start at Merchant Marina.
Skills and Powers:Hand: Compsognathus(B), Daji(B), Dehydrating Touch(2), Fly(2), Life Leech(5), Steal Soul(5), Cat(3), Cleric of Nethys(2), Daji(P)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 +2Powers
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.
Deck: 15 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used
9 XP, 7 HP
| Kyra, Mistress of Death |
Kyra will start at the Smoking Den.
Wrathful Kyra Hand: Suurlehetas, Blessing of Nethys, Blessing of Geryon, Glyph Hellknight, Hellfire Halo, Circle of Evil, Corruptive Half-Plate
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: 4/8
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.
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.
Once per turn, you may ignore the Corrupted trait on a card.
| Feiya Hawkmoon |
Display Daji and Compy
Free exploration: Sea Hag
BYA Arcane 8: 1d12 + 6 ⇒ (7) + 6 = 13
Success
Dehydrating Touch
Combat 11: 1d12 + 6 + 2d12 + 5 ⇒ (2) + 6 + (2, 6) + 5 = 21
Success
Defeated
Display Steal Soul
Cleric of Nethys to examine: Zul, Flaming Falcata +3. Leave the order and explore: Zul
Strength 12: 1d4 + 1d4 + 5 ⇒ (4) + (2) + 5 = 11
Fail
Banished
Fly to examine...
Smoking Den: Duergar Lashmaster (VILLAIN)
Floating Shipyard: Tessa Fairwind
Move to Tengu Rookery.
End my turn.
Examine: Warehouse: Duergar Slave-Taker (HENCHMAN)
Recovery
Cat
Dehydrating Touch Arcane 11: 1d12 + 6 + 1d4 + 2 ⇒ (2) + 6 + (3) + 2 = 13
Success: Recharged
Fly Arcane 10: 1d12 + 6 + 1d4 + 2 ⇒ (2) + 6 + (4) + 2 = 14
Success: Recharged
Skills and Powers:Hand: Life Leech(5), Shapechange(6), Cat(3), Daji(P), Blessing of Pharasma(5), Blessing of the Savored Sting(3), Blessing of the Seventh Veil(4)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 +2Powers
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.
Deck: 13 Discard: 1 Buried: 0 Displayed: 3
Notes: Reroll: Not Used
9 XP, 7 HP
Steal Soul (+1d4 to my checks)
I'll immediately play Shapechange on the next turn.
Summary: Merchant Marina cards 1 and 2 banished. Card 2 known. Card 1 known at Smoking Den, Floating Shipyard, Warehouse. I'm at the Tengu Rookery
| Radovan - Katlyn99 |
Radovan will start at the Merchant Marina with Feiya
Hand: Rapier of Puncturing, Ring of Elemental Command, Blessing of the Elements, Nightwalker Isra, Shy Ratani, Blessing of the Starsong, Belt of Physical Might,
Displayed: Quang (devil Form - OOC d6), Norge ( Devil Form - IC d8),
Deck: 17 Discard: 0 Buried: 0
Current Location: Merchant marina
Current Hero Points: 5
Used Hero Points: 0
Reroll used?: Yes
NOTES:
Available Support: 2 Blessing(s) available for use.
Middle of Deck (Unknown Order): Skyplate Armor, Blessing of the Ancients, Isiem, Blessing of the Gods, Forensic Physician, Blessing of Abadar, Rodrick, Shadowless Sword, Blessing of the Savored Sting, Elyana, Sawtooth Sabre +2, Ring of Regeneration, Keen Rapier +3, Oparal, Red Leathers
Recharged:
Discard Pile:
Buried Pile:
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)
| Radovan - Katlyn99 |
========================
After a brief detour to scout out the Warehouse from the Tengu Rookery, Feiya and Radovan sail back to the Merchant Marina. There was a beautiful Flaming Falcata that had caught his eye in one of the store windows located there. Thankfully the blade is still there and after a brief but vicious haggling session with the proprietor, Radovan comes out of the shop with the falcata, whistling a merry tune.
A small child comes up to Radovan and shyly offers him a Token of Remembrance. "Thank you child. That is very sweet of you." The Shy Ratani smiles and scampers off to play with her friends.
===================================
OFF-TURN ACTIONS:Feiya's Turn - Display Tetrolimulus (5) next to Norge. Move to Tengu Rookery with Feiya.
Hourglass Discard: Blessing of Erastil
Move: Merchant Marina taking Feiya with me
Explore: Flaming Falcata +3
Strength 12: 1d8 + 3 + 5 ⇒ (7) + 3 + 5 = 15
Display Flaming Falcata +3 (5) next to Quang. Discard Shy Ratani to explore.
Explore: Token of Remembrance
Auto Acquire. Display Token of Remembrance (0) next to Quang.
Going to stop here as company will be over soon.
Hand: Rapier of Puncturing, Ring of Elemental Command, Blessing of the Elements, Nightwalker Isra, Blessing of Abadar, Blessing of the Starsong, Belt of Physical Might,
Displayed: Quang (devil Form - OOC d6), Flaming Falcata +3 (5), Token of Remembrance (0), Norge ( Devil Form - IC d8), Tetrolimulus (5),
Deck: 16 Discard: 1 Buried: 0
Current Location: Merchant marina
Current Hero Points: 5
Used Hero Points: 0
Reroll used?: Yes
NOTES:
Available Support: 3 Blessing(s) available for use.
Other: In general Radovan moves with others as he prefers not to be alone.
Middle of Deck (Unknown Order): Isiem, Ring of Regeneration, Keen Rapier +3, Blessing of the Gods, Skyplate Armor, Rodrick, Oparal, Blessing of the Savored Sting, Red Leathers, Blessing of the Ancients, Elyana, Forensic Physician, Shadowless Sword, Sawtooth Sabre +2
Recharged:
Discard Pile:
Buried Pile:
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)
Rahali - Witch- Matsu Kurisu
|
Raheli - Start
- 10-00B: Slavers in the Night - REPLAY
Cohort
= Snapping Turtle
Card Upgrade
= Item 4 (Magnetic Grimoire)
Loot swaps
= N/a
Starting location
- Merchant Marina - Hunting for Steal Soul bait
Other
Display Snapping Turtle start of first players turn
Starting Hand
"
Hand: Steal Soul, Staff of Minor Healing , Angelic Doll, Blessing of Nethys, Blessing of Master of Masters, Blessing of Pharasma,
Displayed: Snapping Turtle,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant:
Local:
Movement: Movement note
Other: Other notes:
Middle of Deck (Unknown Order): Good Omen (Core), Augury, Byzantine Lexicon, Wand of Flying, Dreamcatcher, Wolverine, Staff of Curses, Channel the Gift, Magnetic Grimoire, Staff of Life, Fire Barrage, Cleric of Nethys, Twisted Space, Blessing of the Savored Sting, Fox (Core)
Recharged:
Discard Pile:
Buried Pile:
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
| Radovan - Katlyn99 |
Muckmouth Secured wrote:So, we get to do both! I have nothing in discards, though.
Each character may either shuffle a
card from his discard pile into his deck or draw a card. If the
character is playing 10-00A, he may do both.
I think we only get to do one cuz we are playing B right now not A =)
Rahali - Witch- Matsu Kurisu
|
Turn Order
Radovan, Raheli, Kyra, Feiya,
Muckmouth Secured wrote:
Each character may either shuffle a
card from his discard pile into his deck or draw a card. If the
character is playing 10-00A, he may do both.
Draw Wolverine
Display Steal Soul when Feiya defeats Sea Hag
Blessing = 3 / Blessing of Pharasma
Start of Turn
At: Merchant Marina
Give: No
Move: Warehouse
Free Explore = 1: Duergar Slave-Taker, Henchman 2, Veteran: Combat 17(12+5)
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
Fortitude 1d6+2, Recharge Ally(Wolverine) +1d4, Discard Blessing of Pharasma +1d6, Steal Soul +1d4
BYA Fortitude 11(6+5): 1d6 + 2 + 1d4 + 1d6 + 1d4 ⇒ (5) + 2 + (2) + (2) + (4) = 15 - Success
Raheli.Combat(Staff of Minor Healing ) MAGIC, Slashing 1d10+3+2d8, Raheli.Item(Angelic Doll (AD3) +1d4+3, Steal Soul +1d4
Combat 17: 1d10 + 3 + 2d8 + 1d4 + 3 + 1d4 ⇒ (1) + 3 + (3, 8) + (4) + 3 + (1) = 23 - banished
Raheli.Combat Success.Draw(Wolverine)
Warehouse.When Closing: Succeed at a Disable 9(4+5)
Disable 1d10+3+2, Steal Soul +1d4
Disable 9: 1d10 + 3 + 2 + 1d4 ⇒ (4) + 3 + 2 + (3) = 12 CLOSED
On closing item - I1: Potion of Heroism
Raheli ends her turn.
Raheli attempts to recover all cards in her Recovery pile.
Raheli resets her hand.
Draw up Twisted Space, Blessing of the Savored Sting
Summary
Location = Warehouse CLOSED
Acquired =
Banished = 1: Duergar Slave-Taker
Examined =
From Box = I1: Potion of Heroism
Displayed =
Give =
Used =
Other =
Hand: Wolverine, Blessing of Nethys, Blessing of Master of Masters, I1: Potion of Heroism, Twisted Space, Blessing of the Savored Sting,
Displayed: Snapping Turtle, Steal Soul,
Deck: 14 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessings Available
Local: PoHeroism: +1d6 on local checks for turn. Available
Movement: Movement note
Other: Other notes:
Middle of Deck (Unknown Order): Magnetic Grimoire, Fox (Core), Staff of Life, Staff of Curses, Cleric of Nethys, Channel the Gift, Augury, Angelic Doll, Good Omen (Core), Staff of Minor Healing , Dreamcatcher, Byzantine Lexicon, Fire Barrage, Wand of Flying
Recharged:
Discard Pile:
Buried Pile:
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 Hawkmoon |
I'll choose to draw a card: Scarf of Storytelling.
Skills and Powers:Hand: Life Leech(5), Scarf of Storytelling(6), Cat(3), Daji(P), Blessing of Pharasma(5), Blessing of the Savored Sting(3), Blessing of the Seventh Veil(4)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 +2Powers
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.
Deck: 12 Discard: 1 Buried: 0 Displayed: 4
Notes: Reroll: Not Used
9 XP, 7 HP
Steal Soul (+1d4 to my checks)
Shapechange (Str, Dex, Con: 1d12+2)
| Radovan - Katlyn99 |
Radovan draws a card.
"
Hand: Rapier of Puncturing, Ring of Elemental Command, Blessing of the Elements, Nightwalker Isra, Blessing of Abadar, Blessing of the Starsong, Belt of Physical Might, Blessing of the Ancients,
Displayed: Quang (devil Form - OOC d6), Flaming Falcata +3 (5), Token of Remembrance (0), Norge ( Devil Form - IC d8), Tetrolimulus (5),
Deck: 15 Discard: 1 Buried: 0
Current Location: Merchant marina
Current Hero Points: 5
Used Hero Points: 0
Reroll used?: No
NOTES:
Available Support: 4 Blessing(s) available for use.
Other: In general Radovan moves with others as he prefers not to be alone.
Middle of Deck (Unknown Order): Ring of Regeneration, Forensic Physician, Sawtooth Sabre +2, Blessing of the Gods, Elyana, Blessing of the Savored Sting, Shadowless Sword, Rodrick, Red Leathers, Keen Rapier +3, Skyplate Armor, Oparal, Isiem
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Perception: Charisma +2 (when Fell Viridio displayed)
Acrobatics: Dexterity +2 (when Quang displayed)
Fortitude: Constitution +2 (when Norge displayed)
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per
turn, when a character at your location is dealt damage by a bane (☑ or fails to acquire
a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (☑ 1d6) to your combat check that does not have the 2-Handed trait; add an
additional 1d4 if you did not play a weapon (☑ or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at your location) by 1 ( 2).
Reduce Poison damage dealt to you to 0. (when Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (when Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionaly banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (when Fell Viridio displayed)
You may evade your encounter. (when Quang displayed)
When you acquire a boon, you may display it next to this card. (when Quang displayed)
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number. (when Quang displayed)
Reduce Fire damage dealt to you to 0. (when Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (when Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionaly banish a card displayed next to this card to add another 1d8 plus that card's adventure deck number. (when Norge displayed)
| Kyra, Mistress of Death |
Kyra moves to the Tengu Rookery and finds a trap. Requesting a reduction in difficulty from Feiya, let's say a -7 to just make it an [b]auto-success..
Glyph Hellknight to explore again. Sandbar. EVERYONE MOVES TO THE ROOKERY. Requesting another difficulty reduction, Feiya. Maybe a -5?
Wisdom 11-5=6: 1d12 + 4 ⇒ (3) + 4 = 7 Defeated.
Wrathful Kyra Hand: Suurlehetas, Blessing of Nethys, Blessing of Geryon, Godclaw Gauntlets, Hellfire Halo, Circle of Evil, Corruptive Half-Plate
Displayed:
Deck: 14 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: 4/8
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.
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.
Once per turn, you may ignore the Corrupted trait on a card.
| Feiya Hawkmoon |
I don't think I was at Kyra's location, so I couldn't have hexed the first check. I could play Blessing of the Savored Sting though.
BoSS: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (1) + (5) + (1) + (1) = 8
Then Kyra would need to roll still...
Wisdom 12: 1d12 + 4 + 5 ⇒ (4) + 4 + 5 = 13
Success
Hex(Cat) for the second encounter.
| PACSHouseBR |
**Overseer Announcement**
The waters of the Eternal Lake flow once more, and our repair teams have patched the nearby rift. The kappas make for strange companions, but they have pledged unending loyalty to the Society. The Eternal Lake is secured!
~~~~
The repair teams have patched the rift at the Temple of Empyreal Enlightenment. The nightmare is over, and Korada’s faithful now lend us their aid! The Temple is secured!
BR's, the Eternal Lake Secured AND Temple Secured conditions are now in effect!
Eternal Lake Secured: For the rest of the adventure, each
character gains the power “When another character at your
location attempts a non-combat check, you may recharge any
number of cards to add 1 for each card recharged.
Temple Secured: Each character draws a blessing from the box.
If that blessing has the Basic trait, that character may recharge
a random blessing from her discard pile. If you are in between scenarios you may do this at the start of the next scenario as long as it is within part 2 of the special
| PACSHouseBR |
**Overseer Announcement**
The repair teams have patched the rift at Round Mountain. Be
on the lookout! Before closing the rift, the team glimpsed a
mysterious sailing vessel lurking in the Astral Plane. Round
Mountain is secured!
BR's, Round Mountain condition is now in effect!
Round Mountain Secured: Each character may examine the top
card of any location deck, then may move.
| Feiya Hawkmoon |
Turn 5: The hour is Gozreh.
I'll use the Round Mountain Secured condition to examine the top of Merchant Marina (Card 5): Besmaran Vestments.
I'll move to Floating Shipyard. I'm assuming Radovan wants to come with me. Not sure about everyone else.
Free exploration: Tessa Fairwind
Dexterity 7: 1d12 + 2 + 1d4 ⇒ (5) + 2 + (2) = 9
Diplomacy 9: 1d8 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11
Success
Acquired
Discard Blessing of the Seventh Veil to explore: Safe Harbor
Arcane 8: 1d12 + 6 + 1d4 + 1d12 ⇒ (7) + 6 + (3) + (12) = 28
Success
Acquire
Discard Blessing of Asmodeus to explore: Duergar Slave-Taker
Tessa Fairwind (Safe Harbor), recharged Tessa Fairwind
BYA Constitution 11: 1d12 + 2 + 1d4 + 1d6 + 1d4 ⇒ (2) + 2 + (1) + (4) + (2) = 11
Success
Life Leech, Hex (Daji)
Combat 17-8=9: 1d12 + 6 + 2d4 + 1d4 ⇒ (3) + 6 + (1, 3) + (3) = 16
Success
Heal: 1d4 + 2 ⇒ (2) + 2 = 4
Defeated
Attempting to close...
Craft 8: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (4) = 20
Success
Floating Shipyard Closed.
Ending my turn.
Recovery
Life Leech Arcane 15: 1d12 + 6 + 1d4 ⇒ (11) + 6 + (3) = 20
Success
Recharged
Skills and Powers:Hand: Dehydrating Touch(2), Fly(2), Ring of Fire(3), Safe Harbor(2), Cleric of Nethys(2), Blessing of Pharasma(5), Blessing of the Seventh Veil(4)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 +2Powers
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.
Deck: 16 Discard: 0 Buried: 0 Displayed: 4
Notes: Reroll: Not Used
9 XP, 7 HP
Steal Soul (+1d4 to my checks)
Shapechange (Str, Dex, Con: 1d12+2)
Acquired Floating Shipyard 1 and 2. Closed Floating Shipyard.
| BR skizzerz |
Temple Secured: Each character draws a blessing from the box. If that blessing has the Basic trait, that character may recharge a random blessing from her discard pile.
Feiya already drew a blessing.
Radovan random blessing: Blessing of the Gods (Basic)
Raheli random blessing: Blessing of Norgorber (Blessing 5)
Kyra random blessing: Blessing of the Gods (Basic)
Round Mountain Secured: 3 characters left to examine, only 2 locations with an unknown top card. So, I'll just reveal them both :)
Radovan, Raheli, and Kyra may each move. Note: If Radovan moved elsewhere, then he obviously would not have been able to move with Feiya to Floating Shipyard.
| BR skizzerz |
During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
Use the Thresher as your ship.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; but you cannot move, and you must evade any banes you encounter.
Party Ship: Thresher (Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.)
Scenario Level (#): 5
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.”
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
Blessing of Asmodeus (Blessing 4)
SS Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber (Blessing 5)
SS Blessing 5
Traits: Divine Norgorber
To Acquire: Bury any card OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods (Blessing 0) x2
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.
Flaming Falcata +3 (Weapon 5)
SS Weapon 5
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Safe Harbor (Spell 2)
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.
Tessa Fairwind (Ally 3)
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.
Token of Remembrance (Item 0)
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.
1x Weapon 5
1x Spell 2
1x Item 0
1x Ally 3
1x Blessing 5
1x Blessing 4
2x Blessing 0
1. Item
(BR Only)
1. Topaz of Strength (Item 0)
Monster 1
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.
Monster 2
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18 THEN Combat 18
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Monster 3
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 4
SS Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Monster 5
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.
Barrier 1
SS Barrier 3
Traits: Trap
To Defeat: Dexterity Disable 10 OR Wisdom Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Barrier 2
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
SS Barrier 4
Traits: Trap Magic
To Defeat: Wisdom Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Barrier 4
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
SS Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Weapon 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
SS Weapon 5
Traits: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 3
SS Weapon 2
Traits: Knife Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Weapon 4
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
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.
Spell 1
SS Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
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 3
SS Spell P
Traits: Magic Arcane
To Acquire: Constitution Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Spell 4
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 5
SS Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armor 1
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
SS Armor 5
Traits: Shield Magic
To Acquire: Constitution Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 3
SS Armor 4
Traits: Light Armor Magic Aquatic Swashbuckling
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
SS Armor 5
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
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.
Item 1
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.
Item 2
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.
Item 3
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.
Item 4
SS Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Item 5
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.
Ally 1
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.
Ally 2
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 3
SS Ally 1
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 4
SS Ally 4
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 5
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.
Blessing 1
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 3
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
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
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: 6 Radovan/Katlyn99
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.
Cards Remaining in Hourglass: 24
Turn 7 Raheli/Matsu Kurisu
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 8 Kyra/cartmanbeck
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 9 Feiya/Hawkmoon269
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn 10 Radovan/Katlyn99
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 11 Raheli/Matsu Kurisu
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn 12 Kyra/cartmanbeck
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 13 Feiya/Hawkmoon269
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 14 Radovan/Katlyn99
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 15 Raheli/Matsu Kurisu
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 16 Kyra/cartmanbeck
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.
Turn 17 Feiya/Hawkmoon269
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.
Turn 18 Radovan/Katlyn99
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 19 Raheli/Matsu Kurisu
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 Kyra/cartmanbeck
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.
Turn 21 Feiya/Hawkmoon269
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 22 Radovan/Katlyn99
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 Raheli/Matsu Kurisu
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 24 Kyra/cartmanbeck
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 25 Feiya/Hawkmoon269
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.
Turn 26 Radovan/Katlyn99
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 27 Raheli/Matsu Kurisu
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 28 Kyra/cartmanbeck
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 29 Feiya/Hawkmoon269
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 30 Radovan/Katlyn99
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Festhall
At This Location (Open): If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
SS Monster 3
Traits: Aberration Manticore
To Defeat: Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
SS Weapon 5
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
SS Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS Spell 4
Traits: Magic Divine Healing
To Acquire: Wisdom Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
SS Ally 2
Traits: Animal Pirate
To Acquire: Wisdom Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
SS Weapon 4
Traits: Firearm Ranged Piercing Magic
To Acquire: Dexterity Ranged Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Smoking Den
At This Location (Open): At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
10-00 Villain 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Constitution Fortitude 10 THEN Combat 12
The difficulty to defeat is increased by the scenario’s adventure deck number.
On your Constitution or Fortitude check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
“I’m not taking you for your body. I’m taking you for your soul.”
SS Ally 2
Traits: Human Fighter Captain Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS Weapon 4
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS Weapon 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
SS Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS Monster 5
Traits: Troll Aquatic
To Defeat: Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
SS Barrier 5
Traits: Task
To Defeat: Constitution Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS Ally 3
Traits: Tengu Smuggler
To Acquire: Charisma Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
SS Barrier B
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
SS 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.
Tengu Rookery
At This Location (Open): At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kyra/cartmanbeck, Raheli/Matsu Kurisu
SS Monster B
Traits: Siren Aquatic Veteran
To Defeat: Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS Item 1
Traits: Tool
To Acquire: Wisdom Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
SS Ally B
Traits: Gnome Pirate
To Acquire: Charisma Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS 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.
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
SS Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS 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.
Warehouse
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
Floating Shipyard
Closed
At This Location (Closed): You may bury a card to repair your ship.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Feiya/Hawkmoon269, Radovan/Katlyn99
Merchant Marina
At This Location (Open): Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
At This Location (Closed): No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
10-00 Henchman 2
Type: Monster
Traits: Dwarf Fighter Veteran
To Defeat: Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If a Duergar Lashmaster or Duergar Slave-Taker is undefeated, shuffle your character token into your location deck.
SS Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
SS Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
SS Barrier 4
Traits: Trap Magic Electricity
To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS 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.
Rahali - Witch- Matsu Kurisu
|
Raheli - Turn correction
Acquire Potion of Heroism, Int 7
Intelligence 1d8+1, Discard Blessing of Master of Masters +2d8
Intelligence 7: 1d8 + 1 + 2d8 ⇒ (3) + 1 + (1, 8) = 13 - acquired
Gained ac Blessing of Norgorber from Temple Secured
"
Hand: Wolverine, Blessing of Nethys, I1: Potion of Heroism, Twisted Space, Blessing of the Savored Sting, ac Blessing of Norgorber,
Displayed: Snapping Turtle, Steal Soul,
Deck: 14 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessings Available
Local: PoHeroism: +1d6 on local checks for turn. Available
Movement: Movement note
Other: Other notes:
Middle of Deck (Unknown Order): Fox (Core), Staff of Minor Healing , Channel the Gift, Angelic Doll, Fire Barrage, Staff of Life, Dreamcatcher, Wand of Flying, Staff of Curses, Good Omen (Core), Cleric of Nethys, Magnetic Grimoire, Augury, Byzantine Lexicon
Recharged:
Discard Pile:
Buried Pile:
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
| Radovan - Katlyn99 |
========================
Feiya and Radovan once more board the Thresher, heading back to the Merchant Marina. Spying a nifty coat left behind on the docks, Radovan picks up the Besmaran Vestments. (Un)fortunately the coat belonged to a runaway slave and Radovan manages secure to the attention of a Duergar Slave-Taker. After a brief skirmish, the slave-taker is apprehended and the marina returns to its usual activity. "Ladies choice on next destination Feiya" Radovan says, as the two board back onto the ship.
===================================
OFF-TURN ACTIONS:Radovan follows Feiya to the Floating Shipyard.
Hourglass Discard: Blessing of the Gods
Move: Merchant Marina, taking Feiya with me
Explore: Besmaran Vestments
Auto Acquire, display next to Quang. Discard BotElements to explore.
Explore: Duergar Slave-Taker
BYA: attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
Recharging Nightwalker Isra to add 1d4. Burying Token of Remembrance (0) to add a d6. Reveal Belt to add 2.
Fortitude 6+5: 1d8 + 3 + 1d4 + 1d6 + 2 ⇒ (1) + 3 + (1) + (5) + 2 = 12
Norge is displayed which adds 1 and the fire trait. Reveal Rapier. Recharge BotAncients to bless. Reveal belt
Combat 12+5: 1d8 + 3 + 1 + 2d4 + 2 + 1d8 + 2 + 5 ⇒ (1) + 3 + 1 + (4, 1) + 2 + (6) + 2 + 5 = 25
To Close: Succeed at a Charisma or Diplomacy 6 check.
Diplomacy 6: 1d8 + 3 ⇒ (5) + 3 = 8
Location closed!
When Permanently Closed: each character at this location must discard a card.
Discarding BotStarsong
Hand: Rapier of Puncturing, Ring of Elemental Command, Ring of Regeneration, Blessing of the Savored Sting, Blessing of Abadar, Red Leathers, Belt of Physical Might,
Displayed: Quang (devil Form - OOC d6), Flaming Falcata +3 (5), Besmaran Vestments (3), Norge ( Devil Form - IC d8), Tetrolimulus (5),
Deck: 14 Discard: 3 Buried: 1
Current Location: Merchant marina
Current Hero Points: 5
Used Hero Points: 0
Reroll used?: No
NOTES:
Available Support: 2 Blessing(s) available for use.
Other: In general Radovan moves with others as he prefers not to be alone.
Middle of Deck (Unknown Order): Keen Rapier +3, Blessing of the Gods, Skyplate Armor, Isiem, Oparal, Forensic Physician, Elyana, Rodrick, Shadowless Sword, Sawtooth Sabre +2
Recharged: Nightwalker Isra, Blessing of the Ancients,
Discard Pile:
Buried Pile:
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)
Rahali - Witch- Matsu Kurisu
|
Turn Order
Radovan, Raheli, Kyra, Feiya,
Blessing = 7 / Blessing of Milani
Start of Turn
At: Tengu Rookery
Give: No
Move: No
Free Explore = No
Raheli ends her turn.
Raheli attempts to recover all cards in her Recovery pile.
Raheli resets her hand.
Draw up
Summary
Location =
Acquired =
Banished =
Examined =
From Box =
Displayed =
Give =
Used =
Other = Will banish to guard Tengu Rookery if needed
"
Hand: Twisted Space, I1: Potion of Heroism, Wolverine, Blessing of Nethys, Blessing of the Savored Sting, ac Blessing of Norgorber,
Displayed: Snapping Turtle, Steal Soul,
Deck: 14 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessings Available
Local:
Movement: Movement note
Other: Other notes: Will banish to guard Tengu Rookery if needed
Middle of Deck (Unknown Order): Cleric of Nethys, Channel the Gift, Staff of Life, Byzantine Lexicon, Staff of Curses, Dreamcatcher, Good Omen (Core), Fox (Core), Magnetic Grimoire, Angelic Doll, Augury, Wand of Flying, Fire Barrage, Staff of Minor Healing
Recharged:
Discard Pile:
Buried Pile:
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 Hawkmoon |
On Radovan's turn, Feiya discards Safe Harbor for the effect of closing the Merchant Marina.
Skills and Powers:Hand: Dehydrating Touch(2), Fly(2), Ring of Fire(3), Cleric of Nethys(2), Blessing of Pharasma(5), Blessing of the Seventh Veil(4)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 +2Powers
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.
Deck: 16 Discard: 1 Buried: 0 Displayed: 4
Notes: Reroll: Not Used
9 XP, 7 HP
Steal Soul (+1d4 to my checks)
Shapechange (Str, Dex, Con: 1d12+2)
| Kyra, Mistress of Death |
Kyra moves to the Festhall and looks around, finding a Manticore.
BYA random character: 1d4 ⇒ 4 ME! damage: 1d4 + 1 ⇒ (4) + 1 = 5 Ouchies.I recharge my Corruptive Half-Plate to reduce that to 2, then discard Hellfire Halo and Hellfire Halo for the other 2 damage. Casting Circle of Evil on him, using BotG, and discarding Suurlahetas for 2d6.
Combat 12: 1d6 + 1d6 + 1d12 + 2d6 ⇒ (2) + (6) + (3) + (4, 1) = 16 Defeated. I heal a card.
recharge Circle of Evil: 1d12 + 6 ⇒ (2) + 6 = 8 Discarded.
Wrathful Kyra Hand: Restorative Touch, Blessing of Nethys, Blessing of Geryon, Asmodean High Priest, Grayflame Mace +3, Divine Blaze, Boneshatter
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: 4/8
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.
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.
Once per turn, you may ignore the Corrupted trait on a card.
| Feiya Hawkmoon |
Turn 9: The hour is gods.
With Raheli and Kyra prepared to guard, Feiya moves to Smoking Den, taking Radovan with her.
Free exploration: Duergar Lashmaster
Raheli and Kyra successfully guard.
Blessing of the Seventh Veil, Hex(Fly), Radovan recharges his hand (Eternal Lake)
Fortitude 10+5-4=9: 1d12 + 2 + 1d4 + 1d12 + 7 ⇒ (8) + 2 + (4) + (11) + 7 = 32
Success
Dehydrating Touch, Hex(Ring of Fire), Blessing of Pharasma
Combat 12+5-5=12: 1d12 + 6 + 2d6 + 1d4 + 2d12 ⇒ (10) + 6 + (1, 1) + (2) + (11, 10) = 41
Success
Defeated
We win.
| PACSHouseBR |
The repair teams have patched the rift at Slave Mountain. Many
slaves are now free, and they have pledged their aid! Slave
Mountain is secured!
~~~
Our new allies on the patchwork plane have granted the repair
teams access to the rift, and it is repaired. These allies can help in
the coming battles. The Patchwork Allies are secured!
The Slave Mountain Secured and Pathwork Allies Secured condition is in effect
Slave Mountain Secured: Each character draws an ally from the
box. If that ally has the Basic trait, that character may recharge
a random ally from his discard pile.
Patchwork Allies Secured: Each character draws a random
weapon or spell that does not have the Basic trait from the box.
| BR skizzerz |
10-00B Replay Acquired Cards
* = Plunder
+ = Slave Mountain
# = Patchwork Allies
+Ambrose "Fishguts" Kroop (Ally 0)
+Arronax Endymion (Ally 5)
Besmaran Vestments (Armor 3)
Blessing of Asmodeus (Blessing 4)
Blessing of Norgorber (Blessing 5)
Blessing of the Gods (Blessing 0) x2
#Divine Fortune (Spell 4)
Flaming Falcata +3 (Weapon 5)
+Lady Cerise Bloodmourn (Ally 4)
Potion of Heroism (Item 1)
+Pteranodon (Ally 4)
#Raise Dead (Spell 5)
Safe Harbor (Spell 2)
#Telekinesis (Spell 4)
Tessa Fairwind (Ally 3)
Token of Remembrance (Item 0)
*Topaz of Strength (Item 0)
#Wall of Blades (Spell 5)
1x Weapon 5
2x Spell 5
2x Spell 4
1x Spell 2
1x Armor 3
1x Item 1
2x Item 0
1x Ally 5
2x Ally 4
1x Ally 3
1x Ally 0
1x Blessing 5
1x Blessing 4
2x Blessing 0
| PACSHouseBR |
**OVERSEER ANNOUNCEMENT**
Having secured the tapestry and implemented provisional repairs, the Pathfinders return to the tapestry chamber in the Grand Lodge. Aram Zey begins assessing the tapestry’s condition and stability.
~~~
Aram Zey stands once more before the tapestry, a renewed light in his sunken eyes. “The Hao Jin Tapestry is stable at last. While you were performing your duties, I have reached a better understanding of the chaos you faced. The tapestry is still in dire condition. Lacking Hao Jin’s own magic, the tapestry has been using small pieces of departing souls to maintain itself over the centuries. This mechanism is depleting the tapestry’s water sources and spawning undead horrors. However, thanks to you, we have time to search for a more permanent fix. For now, get some rest, and—”
The former Master of Spells staggers back as a three-foot tear down the center of the fabric gouts sudden flame. Pathfinder agents flock around him, scrambling to assess the damage. A vein pops out on his forehead, and he yells sharply, “Pathfinders! What have you done?” He cuts himself short, taking a deep breath and muttering to himself, “Keep it together. Don’t take it out on the agents.” Frowning, he returns his gaze to the tapestry, his eyes darting wildly across its surface. When he speaks again, his voice is low and determined, “This new rift is no accident. Something is attacking the tapestry from the Astral Plane. Damage of this magnitude must have spawned hundreds more undead. Quickly, re-enter the demiplane and fend off the invaders!”
BR’s – begin part 3!
| BR skizzerz |
10-00D: Astral Reavers
The coastal communities throughout the Hao Jin Tapestry are under attack! Vicious raiders surge forth from rifts in the air and the ground: men and women with bloodlust in their eyes and murder in their hearts. After inflicting as much death and destruction as their surprise attacks allow, these pirates scoop up any treasures within sight and duck back into the silvery void.
The people of the coastal villages and island towns aren’t prepared to deal with these hit-and-run raids; they look to the Thresher for protection. Since these attacks began, you’ve been frantically sailing up and down the coasts, arriving too late to do anything but help the survivors put out fires and bury the dead.
You had one recent victory, however: you managed to capture one pirate who was left for dead by his fellows in the scorched remains of a riverside hamlet. He told you that he followed a night hag named Aslynn, who had recruited a small army of pirates and killers in the Astral Plane and prepared them for this day of murder and looting.
Aslynn knows that the Hao Jin Tapestry is failing. She’s not behind the collapse, it seems, but she’s quick to take advantage. The silvery void behind the rifts is the Astral Plane itself—a vast and timeless place where drifting chunks of rock have served as the perfect staging areas for the pirate attacks. Aslynn is collecting the souls of the slain and a share of the plunder—a share these pirates are happy to pay.
The attacks seem haphazard, but they’re all part of a carefully coordinated plan. The hag isn’t doing the planning herself; she has a loyal agent taking care of the specifics about where to strike and when. This pirate doesn’t know who the agent is—he isn’t the kind to ask questions when there’s a golden opportunity to maim and steal—but he knows where the next few attacks are going to be. You intend to be there to meet the pirates and put a stop to their raids.
You could use your skilled boatswain, Dara, at a time like this, but the halfling is nowhere to be found. Over the past few days, she’d helped you make several detailed maps of the coastal communities: their members, their fortifications, and their positioning relative to the astral rifts. You seem to have misplaced all of those maps. But missing maps are a problem for a quieter day—today, you have astral pirates to fight!
| BR skizzerz |
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 you permanently close a location, summon and build the location Astral Rift; you may then move to it.
At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.
To win this 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
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.”
Eternal Lake Secured: For the rest of the adventure, each character gains the power “When another character at your location attempts a non-combat check, you may recharge any number of cards to add 1 for each card recharged.”
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
Harbor
At This Location (Open): When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Docks
At This Location (Open): After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Tempest Cay
At This Location (Open): If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
House of Stolen Kisses
At This Location (Open): When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: None
Theater of Corruption
At This Location (Open): After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
| Feiya Hawkmoon |
I'll start at Tempest Cay, unless others want to group up somewhere.
Skills and Powers:Hand: Compsognathus(B), Daji(B), Dehydrating Touch(2), Scrying(4), Scarf of Storytelling(6), Staff of Life(5), Daji(P), Wolverine(2), Blessing of Norgorber(4)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 +2Powers
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.
Deck: 15 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used
9 XP, 7 HP
(NOTE: If Raheli wants the blessing upgrade I'll instead be swapping Wolverine for Stag)
Rahali - Witch- Matsu Kurisu
|
Raheli - Start
- 10-00D: Astral Reavers
Cohort
= Snapping Turtle
Card Upgrade
= Varisian Illusionist (AD4) in, Wolverine out
Loot swaps
= N/a
Starting location
- House of Stolen Kisses
Other
Display Snapping Turtle start of first players turn
Starting Hand
"
Hand: Twisted Space, Augury, Wand of Flying, Dreamcatcher, Blessing of the Savored Sting, Blessing of Master of Masters,
Displayed: Snapping Turtle,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessings Available
Local:
Movement: Movement note
Other: Other notes:
Middle of Deck (Unknown Order): Blessing of Pharasma, Staff of Life, Angelic Doll, Staff of Curses, Good Omen (Core), Cleric of Nethys, Steal Soul, Staff of Minor Healing , Byzantine Lexicon, Varisian Illusionist, Fire Barrage, Fox (Core), Magnetic Grimoire, Blessing of Nethys, Channel the Gift
Recharged:
Discard Pile:
Buried Pile:
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
| Radovan - Katlyn99 |
Radovan will start at Tempest Cay and keep hanging with Feiya.
Hand: Blessing of Abadar, Blessing of the Elements, Nightwalker Isra, Ring of Regeneration, Keen Rapier +3, Belt of Physical Might, Skyplate Armor,
Displayed: Quang (devil Form - OOC d6), Norge ( Devil Form - IC d8),
Deck: 17 Discard: 0 Buried: 0
Current Location: Tempest Cay
Current Hero Points: 5
Used Hero Points: 0
Reroll used?: No
NOTES:
Available Support: 2 Blessing(s) available for use.
Other: In general Radovan moves with others as he prefers not to be alone.
Middle of Deck (Unknown Order): Rapier of Puncturing, Blessing of the Ancients, Blessing of the Gods, Oparal, Sawtooth Sabre +2, Elyana, Shadowless Sword, Ring of Elemental Command, Blessing of the Starsong, Forensic Physician, Rodrick, Isiem, Blessing of the Savored Sting, Red Leathers, Shy Ratani
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Perception: Charisma +2 (when Fell Viridio displayed)
Acrobatics: Dexterity +2 (when Quang displayed)
Fortitude: Constitution +2 (when Norge displayed)
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms). Once per
turn, when a character at your location is dealt damage by a bane (☑ or fails to acquire
a boon), display a monster from the box next to a displayed devil form.
Add 1d4 (☑ 1d6) to your combat check that does not have the 2-Handed trait; add an
additional 1d4 if you did not play a weapon (☑ or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you (☑ or to a character at your location) by 1 ( 2).
Reduce Poison damage dealt to you to 0. (when Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (when Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionaly banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (when Fell Viridio displayed)
You may evade your encounter. (when Quang displayed)
When you acquire a boon, you may display it next to this card. (when Quang displayed)
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number. (when Quang displayed)
Reduce Fire damage dealt to you to 0. (when Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (when Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionaly banish a card displayed next to this card to add another 1d8 plus that card's adventure deck number. (when Norge displayed)
| Kyra, Mistress of Death |
Kyra will start at the Docks.
Wrathful Kyra Hand: Glyph Hellknight, Godclaw Gauntlets, Blessing of Belial, Restorative Touch, Blessing of Mazmezz, Hellfire Halo, Blessing of Geryon
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: 4/8
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.
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.
Once per turn, you may ignore the Corrupted trait on a card.
| BR skizzerz |
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 you permanently close a location, summon and build the location Astral Rift; you may then move to it.
At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.
To win this 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
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.”
Eternal Lake Secured: For the rest of the adventure, each character gains the power “When another character at your location attempts a non-combat check, you may recharge any number of cards to add 1 for each card recharged.”
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
1.
(BR Only)
1.
Monster 1
SS Monster 2
Traits: Elf Pirate Veteran
To Defeat: Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Monster 2
SS Monster 4
Traits: Dwarf Fighter Pirate
To Defeat: Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Monster 3
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18 THEN Combat 18
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Monster 4
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 5
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.
Barrier 1
SS Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Barrier 2
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.
Barrier 3
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
SS Barrier 4
Traits: Trap Magic
To Defeat: Wisdom Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Barrier 5
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.
Weapon 1
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 2
SS Weapon 5
Traits: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 3
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 4
SS Weapon 5
Traits: Mace Melee Bludgeoning Magic
To Acquire: Strength Melee Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
Weapon 5
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.
Spell 1
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.
Spell 2
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 3
SS Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Spell 4
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.
Spell 5
SS Spell 3
Traits: Magic Arcane Divine Attack Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
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 2
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
SS Armor 5
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
SS Armor 4
Traits: Light Armor Magic Aquatic Swashbuckling
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
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.
Item 1
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.
Item 2
SS Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Item 3
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 4
SS Item B
Traits: Book
To Acquire: Wisdom Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Item 5
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.
Ally 1
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
SS Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Ally 3
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 4
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 5
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.
Blessing 1
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
SS Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 3
SS Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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
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 Radovan/Katlyn99
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.
Cards Remaining in Hourglass: 29
Turn 2 Raheli/Matsu Kurisu
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 3 Kyra/cartmanbeck
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 4 Feiya/Hawkmoon269
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 5 Radovan/Katlyn99
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 6 Raheli/Matsu Kurisu
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 7 Kyra/cartmanbeck
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 8 Feiya/Hawkmoon269
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 9 Radovan/Katlyn99
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 10 Raheli/Matsu Kurisu
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.
Turn 11 Kyra/cartmanbeck
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 12 Feiya/Hawkmoon269
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 Radovan/Katlyn99
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 14 Raheli/Matsu Kurisu
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 15 Kyra/cartmanbeck
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 16 Feiya/Hawkmoon269
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 17 Radovan/Katlyn99
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 18 Raheli/Matsu Kurisu
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 19 Kyra/cartmanbeck
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 20 Feiya/Hawkmoon269
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 Radovan/Katlyn99
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 22 Raheli/Matsu Kurisu
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 Kyra/cartmanbeck
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 24 Feiya/Hawkmoon269
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 25 Radovan/Katlyn99
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 26 Raheli/Matsu Kurisu
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 27 Kyra/cartmanbeck
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 28 Feiya/Hawkmoon269
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 29 Radovan/Katlyn99
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 30 Raheli/Matsu Kurisu
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.
Harbor
At This Location (Open): When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS Ally 4
Traits: Animal
To Acquire: Wisdom Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
SS Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
SS Weapon 5
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
SS 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.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
SS Weapon 5
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
SS Item B
Traits: Tool
To Acquire: Wisdom Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
SS Monster 4
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
SS Armor 4
Traits: Shield Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Docks
At This Location (Open): After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kyra/cartmanbeck
SS Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
SS Barrier 5
Traits: Task Fire
To Defeat: Dexterity Disable Wisdom Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
SS Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS Ally 3
Traits: Halfling Spy
To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
SS Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
SS Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
SS 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.
Tempest Cay
At This Location (Open): If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Feiya/Hawkmoon269, Radovan/Katlyn99
SS Spell 2
Traits: Magic Arcane Healing
To Acquire: Intelligence Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
SS Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS Monster 3
Traits: Lycanthrope Aquatic
To Defeat: Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
SS Spell 3
Traits: Magic Arcane Cold Attack
To Acquire: Intelligence Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS Barrier 1
Traits: Trap Aquatic
To Defeat: Dexterity Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
SS Monster 4
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
SS Ally 5
Traits: Human Aristocrat Pirate
To Acquire: Charisma Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
House of Stolen Kisses
At This Location (Open): When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu
SS Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS Ally B
Traits: Gnome Pirate
To Acquire: Charisma Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS Barrier B
Traits: Task Veteran
To Defeat: Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
SS Ally B
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS Ally B
Traits: Human Aristocrat Pirate
To Acquire: Dexterity Disable 4 THEN Charisma Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS Monster 5
Traits: Animal Aquatic
To Defeat: Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
SS 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.
Theater of Corruption
At This Location (Open): After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
SS Barrier 3
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS Spell 2
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS Ally 1
Traits: Gnome Bard Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS Spell P
Traits: Magic Arcane
To Acquire: Constitution Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
SS Monster 2
Traits: Elf Pirate Veteran
To Defeat: Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
SS 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.
SS Ally 2
Traits: Human Fighter Captain Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS Monster 4
Traits: Gargoyle Scout
To Defeat: Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
SS Weapon 5
Traits: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
| Radovan - Katlyn99 |
Hourglass Discard: Blessing of Besmara
Explore: Safe Harbor
Auto fail. Display Port Peril Corsair (2) next to Quang.
Recharge Nightwalker Isra to examine next card. If monster, I may encounter.
Examine: Shark Skin Armor
Discard BoAbadar to explore.
Reveal belt.
Fortitude 7: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Display Shark Skin Armor (2) next to Quang.
Discard BotElements to explore.
Explore: Old Salt
Diplomacy 7: 1d8 + 3 ⇒ (3) + 3 = 6
End of Turn: Ring of regeneration - BoAbadar
Hand: Rodrick, Blessing of the Starsong, Forensic Physician, Ring of Regeneration, Keen Rapier +3, Belt of Physical Might, Skyplate Armor,
Displayed: Quang (devil Form - OOC d6), Port Peril Corsair (2), Shark Skin Armor (2), Norge ( Devil Form - IC d8),
Deck: 16 Discard: 1 Buried: 0
Current Location: Tempest Cay
Current Hero Points: 5
Used Hero Points: 0
Reroll used?: No
NOTES:
Available Support: 2 Blessing(s) available for use.
Other: In general Radovan moves with others as he prefers not to be alone.
Middle of Deck (Unknown Order): Sawtooth Sabre +2, Ring of Elemental Command, Isiem, Blessing of the Savored Sting, Shadowless Sword, Red Leathers, Oparal, Shy Ratani, Rapier of Puncturing, Blessing of the Gods, Elyana, Blessing of the Ancients
Recharged: Nightwalker Isra, Blessing of Abadar,
Discard Pile:
Buried Pile:
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 Hawkmoon |
On Radovan's turn...
Displaying my cohorts. I'm also going to play Scrying to look for Monsters at Tempest Cay.
Srying (Monsters)
Storm
Werecrocodile
Buccaneer
Shuffle the Storm back in then put Buccaneer 1, Werecrocodile 2.
Recovery
Scrying Arcane 12: 1d12 + 6 ⇒ (2) + 6 = 8
Failed: Discarded
Skills and Powers:Hand: Dehydrating Touch(2), Scarf of Storytelling(6), Staff of Life(5), Daji(P), Wolverine(2), Blessing of Norgorber(4)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 +2Powers
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.
Deck: 15 Discard: 1 Buried: 0 Displayed: 2
Notes: Reroll: Not Used
9 XP, 7 HP
| BR skizzerz |
Starting Plunder: 1d6 ⇒ 1
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 you permanently close a location, summon and build the location Astral Rift; you may then move to it.
At the end of each turn, add a monster from the box and the top blessing of the blessings discard pile to each unoccupied Astral Rift location. Then, if the Astral Rift location that has the most cards has more cards than there are open locations, shuffle a card from that location into each open location.
To win this 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
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.”
Eternal Lake Secured: For the rest of the adventure, each character gains the power “When another character at your location attempts a non-combat check, you may recharge any number of cards to add 1 for each card recharged.”
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
Shark Skin Armor (Armor 2)
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.
1x Armor 2
1. Weapon
(BR Only)
1. Seaborne Trident +1 (Weapon 3)
Monster 1
SS Monster 5
Traits: Outsider
To Defeat: Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
Monster 2
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.
Monster 3
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.
Monster 4
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 5
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.
Barrier 1
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
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 3
SS Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Barrier 4
SS Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 5
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.
Weapon 1
SS Weapon 3
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Weapon 2
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 3
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.
Weapon 4
SS Weapon 5
Traits: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 5
SS Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Spell 1
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
SS Spell 5
Traits: Magic Divine
To Acquire: Wisdom Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 3
SS Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 4
SS Spell 4
Traits: Magic Divine Healing
To Acquire: Wisdom Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
Spell 5
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.
Armor 1
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.
Armor 2
SS Armor 5
Traits: Shield Magic
To Acquire: Constitution Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 3
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
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
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.
Item 1
SS Item B
Traits: Object Magic
To Acquire: Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
Item 2
SS Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Item 3
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 4
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 5
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.
Ally 1
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
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
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
Ally 4
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.
Ally 5
SS Ally 2
Traits: Human Fighter Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing 1
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 2
SS Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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
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: 2 Raheli/Matsu Kurisu
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.
Cards Remaining in Hourglass: 28
Turn 3 Kyra/cartmanbeck
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 4 Feiya/Hawkmoon269
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 5 Radovan/Katlyn99
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 6 Raheli/Matsu Kurisu
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 7 Kyra/cartmanbeck
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 8 Feiya/Hawkmoon269
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 9 Radovan/Katlyn99
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 10 Raheli/Matsu Kurisu
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.
Turn 11 Kyra/cartmanbeck
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 12 Feiya/Hawkmoon269
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 Radovan/Katlyn99
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 14 Raheli/Matsu Kurisu
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 15 Kyra/cartmanbeck
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 16 Feiya/Hawkmoon269
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 17 Radovan/Katlyn99
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 18 Raheli/Matsu Kurisu
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 19 Kyra/cartmanbeck
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 20 Feiya/Hawkmoon269
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 Radovan/Katlyn99
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 22 Raheli/Matsu Kurisu
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 Kyra/cartmanbeck
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 24 Feiya/Hawkmoon269
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 25 Radovan/Katlyn99
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 26 Raheli/Matsu Kurisu
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 27 Kyra/cartmanbeck
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 28 Feiya/Hawkmoon269
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 29 Radovan/Katlyn99
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 30 Raheli/Matsu Kurisu
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.
Harbor
At This Location (Open): When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS Ally 4
Traits: Animal
To Acquire: Wisdom Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Location: When you acquire a boon, any 1 character may move to another location.
SS Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
Location: When you acquire a boon, any 1 character may move to another location.
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.
Location: When you acquire a boon, any 1 character may move to another location.
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.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
SS 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.
Location: When you acquire a boon, any 1 character may move to another location.
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.
Location: When you acquire a boon, any 1 character may move to another location.
SS Monster 4
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
SS 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.
Location: When you acquire a boon, any 1 character may move to another location.
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.
Location: When you acquire a boon, any 1 character may move to another location.
Docks
At This Location (Open): After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Kyra/cartmanbeck
SS Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
SS Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
SS Barrier 5
Traits: Task Fire
To Defeat: Dexterity Disable Wisdom Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
SS Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS Ally 3
Traits: Halfling Spy
To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
SS Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
SS Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
SS 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.
Tempest Cay
At This Location (Open): If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Feiya/Hawkmoon269, Radovan/Katlyn99
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
SS Monster 3
Traits: Lycanthrope Aquatic
To Defeat: Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
SS Spell 3
Traits: Magic Arcane Cold Attack
To Acquire: Intelligence Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS Ally 5
Traits: Human Aristocrat Pirate
To Acquire: Charisma Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS Monster 4
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
SS 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.
House of Stolen Kisses
At This Location (Open): When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu
SS Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS 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.
Location: When you acquire an ally, discard a card.
SS Barrier B
Traits: Task Veteran
To Defeat: Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Location: When you acquire an ally, discard a card.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
SS 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.
Location: When you acquire an ally, discard a card.
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.
Location: When you acquire an ally, discard a card.
SS Monster 5
Traits: Animal Aquatic
To Defeat: Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
SS 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.
Theater of Corruption
At This Location (Open): After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
SS Barrier 3
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Location: After you play an ally, banish it.
SS Spell 2
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Location: After you play an ally, banish it.
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.
Location: After you play an ally, banish it.
SS Spell P
Traits: Magic Arcane
To Acquire: Constitution Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Location: After you play an ally, banish it.
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: After you play an ally, banish it.
SS Monster 2
Traits: Elf Pirate Veteran
To Defeat: Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Location: After you play an ally, banish it.
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.
Location: After you play an ally, banish it.
SS Ally 2
Traits: Human Fighter Captain Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Location: After you play an ally, banish it.
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.
Location: After you play an ally, banish it.
SS Weapon 5
Traits: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Location: After you play an ally, banish it.
Astral Rift 1
Closed
At This Location (Closed): This location is always closed. The difficulty to acquire blessings and defeat monsters is increased by the scenario’s adventure deck number.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Notes: Not yet summoned. This is the state of the location once it is summoned due to a different location being closed (starts at 0 cards).
Rahali - Witch- Matsu Kurisu
|
Turn Order
Radovan, Raheli, Kyra, Feiya,
Blessing = 0 / Blessing of Gorum
Start of Turn
At: House of Stolen Kisses
Give: No
Move: No
Augury (Monster)
1: Barroom Brawl, Barrier B
2: Giffer Tibbs, Ally B
3: Lookout Duty, Barrier B
Location shuffled
Free Explore Top Card 1-10: 1d10 ⇒ 2 = 2: Giffer Tibbs, Ally B
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.
Location: When you acquire an ally, discard a card.
Take 0. Fail to acquire
Discard Blessing of Master of Masters, explore +1d on Intelligence
Top Card 1-2,3-10: 1d9 ⇒ 8
8: Heartbreak Hinsin, Ally B
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.
Location: When you acquire an ally, discard a card.
Take 0. Fail to acquire
Raheli ends her turn.
Raheli attempts to recover all cards in her Recovery pile.
Augury: Arcane 8: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8 -> Augury recharged .
Raheli resets her hand.
Draw up Magnetic Grimoire
Summary
Location = House of Stolen Kisses Shuffle 1-2,3-7,8-10
Acquired =
Banished = 2: Giffer Tibbs, 8: Heartbreak Hinsin
Examined = 1: Barroom Brawl, 2: Giffer Tibbs, 3: Lookout Duty,
From Box =
Displayed =
Give =
Used =
Other =
"
[b]Hand: Twisted Space, Wand of Flying, Dreamcatcher, Magnetic Grimoire, Blessing of the Savored Sting, Blessing of Master of Masters,
Displayed: Snapping Turtle,
Deck: 15 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessings Available
Local:
Movement: Movement note
Other: Other notes:
Middle of Deck (Unknown Order): Channel the Gift, Cleric of Nethys, Blessing of Pharasma, Good Omen (Core), Fire Barrage, Varisian Illusionist, Angelic Doll, Steal Soul, Staff of Curses, Staff of Life, Staff of Minor Healing , Blessing of Nethys, Fox (Core), Byzantine Lexicon
Recharged: Augury,
Discard Pile:
Buried Pile:
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
| Kyra, Mistress of Death |
Kyra explores at the Docks, finding a Musket. That can banish.
Glyph Hellknight to explore again. Potion of Heroism. I'll decorrupt my Hellfire Halo and reveal it.
Intelligence 7: 1d8 + 1d6 ⇒ (5) + (4) = 9 Acquired. I'll display it.
Blessing of Belial to explore again. A Shark-Eating Crab. Using my Godclaw Gauntlets, and a Blessing of Mazmezz to add 2 dice, and I get 1d6 from the Potion.
Combat 18: 1d6 + 1d6 + 2 + 2d6 + 1d6 ⇒ (2) + (6) + 2 + (6, 3) + (2) = 21 Defeated. I have to discard discard: 1d4 ⇒ 3
reroll: 1d6 + 1d6 + 2 + 2d6 + 1d6 ⇒ (3) + (6) + 2 + (5, 1) + (1) = 18 Phew! Barely did that.
Casting Restorative Touch on myself at the end.
heals: 1d4 + 1 ⇒ (3) + 1 = 4
recharge: 1d12 + 6 + 1d6 ⇒ (9) + 6 + (5) = 20 Recharged.
Potion of Heroism banishes.
Wrathful Kyra Hand: Grayflame Mace +3, Blessing of Belial, Godclaw Gauntlets, Blessing of the Lady of Graves, Blessing of Geryon, Boneshatter, Blessing of Nethys
Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Feel free to use my non-Corrupted blessings on your checks to defeat, I'll heal a card each time you do so.
Reroll: Not Used; Hero points: 4/8
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.
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.
Once per turn, you may ignore the Corrupted trait on a card.
| Feiya Hawkmoon |
Turn 4: The hour is Zogmugot.
I'll recharge my Staff of Life to heal Scrying.
Feiya has spotted one of the leaders of this raid. She attempts to shut him down.
Free exploration: Buccaneer
Dehydrating Touch, Hex(Wolverine)
Combat 8+5-4=9: 1d12 + 6 + 2d6 ⇒ (3) + 6 + (3, 4) = 16
Success
Defeated
Attempting to close...
Knowledge 7: 1d12 + 6 ⇒ (8) + 6 = 14
Success: Closed
When closed: Move to random other location: 1d5 ⇒ 4
Theater of Corruption.
I'll take Radovan with me (so he can move us where he wants.)
Ending my turn.
Recovery...
Dehydrating Touch Arcane 11: 1d12 + 6 ⇒ (4) + 6 = 10
Failed: Discarded
Skills and Powers:Hand: Life Leech(5), Shapechange(6), Scarf of Storytelling(6), Daji(P), Vampire Bat(3), Blessing of Norgorber(4), Blessing of the Savored Sting(5)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 +2Powers
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.
Deck: 14 Discard: 1 Buried: 0 Displayed: 2
Notes: Reroll: Not Used
9 XP, 7 HP
I'll play Shapechange immediately on Radovan's turn.
Summary: Tempest Cay closed. Astral Rift 1 built and gets 1 monster and Blessing of Zogmugot in it.
| Radovan - Katlyn99 |
Hourglass Discard: Blessing of Pharasma
Start of Turn: Ring of regeneration - BotElements
Move: Docks, bringing Feiya with me
Explore: Sabotage
Yay a fire trait bane. Display Insanity Daemon (5) next to Norge. Request Feiya recharge BoNorgorber to reduce difficulty by 6.
Disable 12-6: 1d8 + 4 ⇒ (8) + 4 = 12
Recharge Rodrick to explore.
Explore: Buccaneer
Norge is displayed which adds 1 and the fire trait. Reveal belt
Combat 8+5: 1d8 + 3 + 1d6 + 1d4 + 1 + 2 ⇒ (4) + 3 + (6) + (4) + 1 + 2 = 20
Bury Forensic Physician to close the Docks. Astral Rift 2 summoned. Choosing to move myself and Feiya there (Kyra can come with if she wants) just to avoid it getting 2 cards. Will go with Feiya wherever she moves us on her turn.
Astral Rift 1 gains a monster and a Blessing of Pharasma. Then an Astral Rift 1 card is shuffled into the three remaining open locations.
Examine top card of Theater of Corruption: Cannonade
Hand: Ring of Elemental Command, Blessing of the Starsong, Blessing of the Savored Sting, Ring of Regeneration, Keen Rapier +3, Belt of Physical Might, Skyplate Armor,
Displayed: Quang (devil Form - OOC d6), Port Peril Corsair (2), Shark Skin Armor (2), Norge ( Devil Form - IC d8), Insanity Daemon (5),
Deck: 16 Discard: 0 Buried: 1
Current Location: Wherever Feiya is
Current Hero Points: 5
Used Hero Points: 0
Reroll used?: No
NOTES:
Available Support: 2 Blessing(s) available for use.
Other: In general Radovan moves with others as he prefers not to be alone.
Middle of Deck (Unknown Order): Elyana, Shadowless Sword, Shy Ratani, Red Leathers, Blessing of the Gods, Oparal, Sawtooth Sabre +2, Isiem, Rapier of Puncturing, Blessing of the Ancients
Recharged: Nightwalker Isra, Blessing of Abadar, Blessing of the Elements, Rodrick,
Discard Pile:
Buried Pile:
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)